Apeirogon wrote:Or Im wrong and gdoom dont move to/cross "free game engine" line?
Kinsie wrote:otherwise you're basically going to spend all of your time trying to smash square-shaped pegs into round-shaped holes and getting frustrated.
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.
gramps wrote:Still would like to hear what happened to FPS with lots of things vs. lots of not-rendered things vs. not lots of things.
OP: did you get a chance to test this out?
SuaveSteve wrote:So actors that can not be seen by the player and are within the view frustum are still taking rendering time. Which means GZDoom has no occlusion culling or its implementation isn't that good.
Users browsing this forum: CPLJigsore and 2 guests