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I made a 4D version of DOOM

I made a 4D version of DOOM

by chronolitus·Feb 25, 2026·2 points·0 comments

AI Analysis

●●SolidWizardryEye CandyRabbit Hole

4D DOOM rendering is technically impressive; narrow hardware support limits reach.

Strengths
  • 4D geometry rendering in a real-time game is a genuine technical achievement; disorientation from higher-dimensional movement is novel gameplay.
  • WebGPU backend is forward-looking; avoids WebGL deprecation and targets modern GPU capabilities directly.
  • Demo is polished and immediately playable; narrative framing (the Bargainer, transcendence mechanic) adds thematic depth.
Weaknesses
  • WebGPU adoption barrier is severe; Chrome-only on most systems, M1/M2/Nvidia only—excludes 80%+ of gamers outright.
  • No indication of sustained gameplay depth beyond novelty; unclear if 4D disorientation becomes frustration or if enemy AI adapts meaningfully to higher dimensions.
Category
Target Audience

Experimental game enthusiasts and players with WebGPU-capable hardware (recent M-series Macs, Nvidia GPUs)

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