DOOM Redefined: A Legendary FPS Finds a New Home in PCB Design Software
In a move that’s both delightfully absurd and technically brilliant, developer Michael Ailes has achieved what many might deem impossible: he's running the iconic 1993 first-person shooter, DOOM, within KiCad, a free and open-source Electronic Design Automation (EDA) software. This audacious project, christened 'KiDOOM,' cleverly merges the names of the venerable game and its unconventional new playground.
An Unconventional Canvas for Classic Chaos
The magic of KiDOOM lies in its execution. The game doesn't merely run adjacent to the PCB editor; it lives within it. KiCad's design interface transforms into the rendering engine for DOOM. While the game's core engine operates as a separate process, all the visual elements—the demonic hordes, the labyrinthine corridors, and the frantic firefights—are rendered directly within the PCB editing window. The resulting graphics possess a unique, retro-futuristic aesthetic, reminiscent of early vector graphics games like Atari's Battlezone or the Vectrex console. It’s a visual spectacle that harks back to an era when graphics were abstract, yet undeniably compelling.
From Demons to Diodes: A Component-Based Makeover

Ailes didn't stop at just porting the game; he reimagined its cast of characters and assets. Instead of the familiar demons and zombies, players now face off against what appear to be electronic components. Hulking demons and shambling zombies are represented by the pragmatic QFP-64 chip packages, while ammunition has been reduced to diminutive SOT-3 components. Even the explosive barrels, flickering torches, and fallen enemies are creatively symbolized by SOIC-8 package components. This ingenious substitution crafts a gaming environment that looks as if it were meticulously designed from the very traces and pads of a printed circuit board, creating an uncanny and charming fusion of the digital and the physical.
The Art of the Renderable Frame
Perhaps the most astonishing aspect of KiDOOM is that each frame of the game is, in essence, a complete and manufacturable PCB design. Imagine receiving a physical circuit board as a souvenir, a tangible representation of a DOOM screenshot! While its practical utility is nil, the sheer novelty and craftsmanship add an unparalleled layer of whimsical charm to the experience. KiDOOM features three distinct rendering modes and a six-stage pipeline for generating each final image. Ailes explains that this feat is possible because DOOM's engine inherently processes geometry as vectors, much like the vector lines that form PCB traces. Consequently, rendering a frame requires only 100-300 lines, a fraction of the 64,000 pixels typically rendered in a standard display, explaining the surprisingly swift performance.
Performance and the Quest for Smoothness
Real-world testing reveals that KiDOOM offers a remarkably playable frame rate. A MacBook Pro with an M1 chip achieves approximately 15-25 frames per second, while a more robust setup featuring a Core i7 and an RTX 3050 Ti pushes the performance to around 18-28 frames per second. The extent to which more powerful hardware can further boost these numbers remains an open question, as other bottlenecks within the rendering pipeline could emerge. For those eager to experiment, Ailes has helpfully documented specific KiCad configurations that are crucial for maintaining performance; deviating from these can degrade frame rates by a factor of two to five.
Beyond Gameplay: A Testament to Ingenuity
KiDOOM is not about delivering a seamless, high-fidelity gaming experience. Its true value lies in its demonstration of sheer creativity and technical exploration. The project underscores the remarkable flexibility of modern EDA tools and highlights the boundless lengths to which dedicated fans will go when fueled by an insatiable curiosity and a disregard for conventional limitations. This endeavor serves as yet another testament to the enduring legacy of DOOM, proving that the classic shooter can find a home and run on virtually any platform with a modicum of processing power – even within the intricate world of printed circuit board design.
A History of Unexpected Platforms
This isn't the first time DOOM has been famously ported to unconventional hardware. Previously, the game has made appearances on a graphics card alone, a digital alarm clock, a charger, a pregnancy test, a smart masturbator, and even, in a truly bizarre twist, utilizing the processing power of intestinal bacteria. Each instance, including KiDOOM, reinforces the game's status as a benchmark for technical achievement and a symbol of the hacker spirit.
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