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I wrote a DOOM clone in my own programming language

Details

External ID
47932974
Source
HN
Company
—
Product
I wrote a DOOM clone in my own programming language
Website domain
spectrelang.org
Launched
April 28, 2026
Cohort
—
Upvotes
34
Upvotes percentile
0.8046272493573264
Tags
—
Fetched at
Sept. 7, 2026, 9:26 p.m.
Updated at
Sept. 7, 2026, 9:26 p.m.

Enrichment

Theme
Vertical
Horizontal
Function
Dev tools
Audience
Developer
AI stance
Not AI
Project type
Hobby / open-source project
Normalized one-liner
doom clone in custom programming language
Manually corrected
False

Could you build this?

No Designing and implementing a custom programming language compiler/interpreter from scratch and using it to develop a pseudo-3D raycasting game engine requires deep compiler construction and graphics programming expertise.

What it would actually take: Building this requires writing a lexer, parser, abstract syntax tree (AST), type checker, and bytecode virtual machine or LLVM backend for a custom language, plus standard library runtime support. Additionally, it requires implementing a BSP/raycasting rendering engine, game state loops, and hardware drawing bindings in the custom language.

Discussion

18 comments analyzed.

Competitors mentioned: Wolfenstein 3D, Hovertank 3D, lodev.org raycasting tutorial

Concerns raised: Lacks textured walls like original DOOM, Misleading to call it DOOM clone when using Wolfenstein 3D raycasting techniques, Creator being defensive/passive aggressive in responses

Competitors

Other products that read as similar to this one — 202 launches clear the similarity bar, closest 8 shown.

Attention rank: #45 of 203 (itself plus its competitors, highest first — normalized so YC and Product Hunt are compared fairly).

Launched 172 days after the earliest competitor.

Other launches for this product

Same idea, different domain

Nobody's really built a dev tools tool for Sales yet.