doom gles feature

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Re: doom gles feature

by Enjay » Wed Aug 20, 2025 2:23 pm

It's the effect that you can see in my video (the one that Caligari posted on page 1). It's almost transparent, but has a slight warping/refracting effect that makes things below the water surface look distorted and wavey.

Re: doom gles feature

by Redneckerz » Wed Aug 20, 2025 1:37 pm

Enjay wrote: Wed Aug 13, 2025 1:20 pm
Redneckerz wrote: Wed Aug 13, 2025 11:20 am AFAIK the GLES stuff under Android is done with GLES 2.0, and the older stuff, relying on PowerVR tech, uses the tile-based approach. The Goforce version used a pixel shader, however.
FWiW, the water effect in the video is from a very old version of Doom Legacy. It was a feature of the early versions of Legacy from waaay back. The file for the map in the video has a date of 30th July 1998 in the zip file that I have. I don't know if that is an accurate reflection of the feature date or not. I can run the map with Legacy 1.28, which I think is the oldest copy of Legacy that I have (1999?). IIRC, the effect was removed from Legacy at some point.

I don't know how close in appearance the Doom gles effect was to the Legacy one.
AFAIK DoomGLES is based off DoomGL by the same author and not Legacy. I know Legacy did have a water effect, but was it reflective and shaded?

Re: doom gles feature

by Enjay » Wed Aug 13, 2025 1:20 pm

Redneckerz wrote: Wed Aug 13, 2025 11:20 am AFAIK the GLES stuff under Android is done with GLES 2.0, and the older stuff, relying on PowerVR tech, uses the tile-based approach. The Goforce version used a pixel shader, however.
FWiW, the water effect in the video is from a very old version of Doom Legacy. It was a feature of the early versions of Legacy from waaay back. The file for the map in the video has a date of 30th July 1998 in the zip file that I have. I don't know if that is an accurate reflection of the feature date or not. I can run the map with Legacy 1.28, which I think is the oldest copy of Legacy that I have (1999?). IIRC, the effect was removed from Legacy at some point.

I don't know how close in appearance the Doom gles effect was to the Legacy one.

Re: doom gles feature

by drfrag » Wed Aug 13, 2025 1:09 pm

I dunno but here's an interview from 2012 with the man himself and there's an email address xD.
https://www.droidgamers.com/features/in ... -and-more/

Re: doom gles feature

by Redneckerz » Wed Aug 13, 2025 12:36 pm

drfrag wrote: Wed Aug 13, 2025 11:56 am
Redneckerz wrote: Wed Aug 13, 2025 11:20 am It stands for Doom GLES tech demo. Its a demonstration of the engine.
Then is it a demo or the full engine? xD
It should run with gles 2.0 but it doesn't. If doubt @emile_b is interested in adding the features. Y wenas.
If it says tech demo, i have to assume its not the full engine. The full engine i know of was for PocketPC.

Re: doom gles feature

by drfrag » Wed Aug 13, 2025 11:56 am

Redneckerz wrote: Wed Aug 13, 2025 11:20 am It stands for Doom GLES tech demo. Its a demonstration of the engine.
Then is it a demo or the full engine? xD
It should run with gles 2.0 but it doesn't. If doubt @emile_b is interested in adding the features. Y wenas.

Re: doom gles feature

by Redneckerz » Wed Aug 13, 2025 11:20 am

drfrag wrote: Tue Aug 12, 2025 12:44 pm It doesn't work and it says d-gles tech demo, i don't know what that means. There are some options and a splash screen, then you hear some music and get a black screen.
It stands for Doom GLES tech demo. Its a demonstration of the engine. It likely is compiled for an ancient Android installation.
Enjay wrote: Tue Aug 12, 2025 4:28 pm
Caligari87 wrote: Mon Aug 11, 2025 7:22 pm Also reminds me of a similar effect for deep-water sectors from Legacy that I don't think we ever got.
Obviously I'm a fan of that effect. :)
I wonder if it might be something that could be achieved, or approximated, with shaders these days?
i.e. as a mod/add on, not necessarily a core feature.
AFAIK the GLES stuff under Android is done with GLES 2.0, and the older stuff, relying on PowerVR tech, uses the tile-based approach. The Goforce version used a pixel shader, however.

Re: doom gles feature

by Enjay » Tue Aug 12, 2025 4:28 pm

Caligari87 wrote: Mon Aug 11, 2025 7:22 pm Also reminds me of a similar effect for deep-water sectors from Legacy that I don't think we ever got.
Obviously I'm a fan of that effect. :)
I wonder if it might be something that could be achieved, or approximated, with shaders these days?
i.e. as a mod/add on, not necessarily a core feature.

Re: doom gles feature

by drfrag » Tue Aug 12, 2025 12:44 pm

It doesn't work and it says d-gles tech demo, i don't know what that means. There are some options and a splash screen, then you hear some music and get a black screen.
Starting with V1.3, OpenGL textures are automatically generated (ETC format) and the music is directly played from the wad in MIDI format.
Most of the textures are generated at the first level you launch. Depending on your device it may take a while (it hasn't crashed, please be patient). Also, as this conversion is very time consuming, the textures are in medium quality.
I don't think i need to download the pre-computed packs or wait, there's no menu and i hear music. My device has a MediaTek Helio A22 MT6761 with 2 GB of ram, PowerVR GE8300 and android 11 go.

Re: doom gles feature

by drfrag » Tue Aug 12, 2025 2:22 am

Wenas. Turns out there's a more modern paid version for android (1.4?) but it's not on google play anymore. And there's no source code.
There's an outdated homepage.
http://kokak.free.fr/android/DoomGLES.htm
I found the apk here (it says d-gles demo?) and i think the webpage is legit.
https://apkpure.com/d-gles-demo-doom-so ... DoomGLESTD

Re: doom gles feature

by Caligari87 » Mon Aug 11, 2025 7:22 pm

I always was interested in the rippling reflection water effects.



Also reminds me of a similar effect for deep-water sectors from Legacy that I don't think we ever got.



8-)

Re: doom gles feature

by Redneckerz » Mon Aug 11, 2025 10:18 am

What OP likely is referring to is the eyecandy bits of DoomGLES - the lensflare, the shadered water, and so on.

DoomGLES for PocketPC was basically Doomsday in terms of eyecandy. It was fun to see running on PPC (I actually have a device that could run this properly, the Dell Axim X50v) - but nowadays, why bother.

Re: doom gles feature

by Rachael » Mon Aug 11, 2025 2:31 am

Just to be clear with the official stance on this post:
the1gamer g zdoom- wrote: Fri Aug 08, 2025 12:46 pm Would it be possible to add Doom Gles features
Yes, no, maybe. You aren't specific about what ones, some are doable, some are not. We can't read your mind and we are just hobby developers who do this in our free time, at the end of the day it really depends on how easy it is to implement and how useful/desired the feature actually is. But if you don't throw us a bone and give us specifics, the answer most certainly will be [No]. And even when it's not, it really depends on how interested someone is in the feature who has the skill to implement it and how useful they think it would be (or how cool they think it would be to have as is the case sometimes).

Re: doom gles feature

by SanyaWaffles » Sun Aug 10, 2025 10:20 am

the1gamer g zdoom- wrote: Sat Aug 09, 2025 10:29 pm SanyaWaffles wrote:
> That makes slightly more sense I guess. I kind of wish that was specified a
> bit more clearly.
you should play the source port to see the features
Not really the issue I had with your post.

Re: doom gles feature

by drfrag » Sun Aug 10, 2025 7:24 am

Now i see there's a beta. But this was for pocket pc (i see it was a windows pda) and some features are exclusive to the nvidia goforce 5500 (not geforce). Y wenas.

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