Sounds like the rework is more extensive than i initially assumed it was, but i like where this is going.Graf Zahl wrote: Actually, I ripped out all OpenGL code from Polymost, there is nothing left from the GL 1.1 code path and even less from the "modern GL" code path. This part is entirely new code, as is the texture manager. To be clear: There is not a single line of OpenGL accessing code left from EDuke. I also completely rewrote the shader it uses for rendering on modern hardware.
Then a dynamic lighting system is more sensible. I vaguely remember icecoldduke was working on something as insane as deferred rendering in Build...Graf Zahl wrote: Probably not. Doom's geometry is mostly static, there lightmaps work. In Build sectors can move, in such cases it is entirely impossible to generate lightmaps at all!
Judging from what the Discord is telling me, i see 3 responses (and variants thereof):Graf Zahl wrote: Not quite. Due to the extensive changes and code replacements it should be clear that the result will require a bit of time to iron out all the issues. Don't worry, most of this will be a public testing phase, but there's a few things I need to take care of first or people may be a bit annoyed about some usability issues.
- Curiosity and limited excitement. Because its not fully clear what this is and what this does, people hold reservations, but are interested.
- Confusion. Since its not entirely clear what this is, instead of being curious, the response is less positive, but not overly critical.
- Its Graf so... Unfortunately we also have users that link this announcement to history and paint with a biased picture.
Yeah i definitely have a clear idea with what you are putting together but the way it sounds is rather abstract. From a laymans point of view it reads like a curious but impossible mixture of things.Graf Zahl wrote: Don't worry, it's not Frankenstein's monster. These things fit together a lot better than this may sound. They were already cleanly separated subsystems before (except the menus, that is - and they are also the part that caused the most problems - but still less work than fixing up all the needed things in the existing menu code that came with the games - all 5 of them), so they were replaced one by one.
I do have to say that one of the more common complaints i have read resides in the videos. It shows the various games this port plays, but you don't know its a port beyond that its referenced as a Build Engine teaser.
On the other hand its pretty obvious what a teaser stands for and that thus details should follow, but yeah, i am just passing this on.