by Apeirogon » Thu Jan 17, 2019 5:55 am
Nash wrote:Apeirogon wrote:
Or Im wrong and gdoom dont move to/cross "free game engine" line?
Yes, you're wrong. GZDoom is meant to, and will always be a Doom engine. At some point, a line is drawn.
You want something more, you should consider Unity or Unreal Engine 4.
Kinsie wrote:GZDoom is powerful and amazing and my friend, but it's still Doom under the surface and for some things you need to work with that in mind, otherwise you're basically going to spend all of your time trying to smash square-shaped pegs into round-shaped holes and getting frustrated.
If you thought that Unreal/Unity dont have some silly restrictions, your wrong. I dont touch it at all, but from my experience from working with other "home made" game engine, (serious sam/dawn of war/half life/disciples/HoMM/etc. engine) Im sure that it have some. But thanks to programmers from Epic/Unity it it contains very few of such restrictions. Most famous "free" game engine after all.
But that question to Marisa, since it only significant person here which know thing or two about it.
What I meant, the only differences of gzdoom from nowadays game engine that it runs only on one core and that the renderer try to render ALL that player POSSIBLE can see, instead if draw all that player ACTUALLY can see. From all other point of view, it generic nowadays game engine, since it have materials, shaders, Vulkan API (in near future), models, can runs in windows 10, etc. Or even more, since it have JIT compiler.
So now gzdoom in position "too far to reach, too low to get up" from the point of game engine, in my opinion.
[quote="Nash"][quote="Apeirogon"]
Or Im wrong and gdoom dont move to/cross "free game engine" line?[/quote]
Yes, you're wrong. GZDoom is meant to, and will always be a Doom engine. At some point, a line is drawn.
You want something more, you should consider Unity or Unreal Engine 4. :)[/quote][quote="Kinsie"]GZDoom is powerful and amazing and my friend, but it's still Doom under the surface and for some things you need to work with that in mind, otherwise you're basically going to spend all of your time trying to smash square-shaped pegs into round-shaped holes and getting frustrated.[/quote]
If you thought that Unreal/Unity dont have some silly restrictions, your wrong. I dont touch it at all, but from my experience from working with other "home made" game engine, (serious sam/dawn of war/half life/disciples/HoMM/etc. engine) Im sure that it have some. But thanks to programmers from Epic/Unity it it contains very few of such restrictions. Most famous "free" game engine after all.
But that question to Marisa, since it only significant person here which know thing or two about it.
What I meant, the only differences of gzdoom from nowadays game engine that it runs only on one core and that the renderer try to render ALL that player POSSIBLE can see, instead if draw all that player ACTUALLY can see. From all other point of view, it generic nowadays game engine, since it have materials, shaders, Vulkan API (in near future), models, can runs in windows 10, etc. Or even more, since it have JIT compiler.
So now gzdoom in position "too far to reach, too low to get up" from the point of game engine, in my opinion.