3D Floors in Zdoom?
- RV-007
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3D Floors in Zdoom?
I played some wads that require some graphics hardware rendering, which is not possible in Zdoom. I wonder if Zdoom can make bridges?
Re: 3D Floors in Zdoom?
ZDoom can handle 3D floors, you've got your information wrong.
- ChronoSeth
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Re: 3D Floors in Zdoom?
Well, recent SVN builds of ZDoom can handle flat 3D floors, but not slopes. 2.5.0 can't render either.
- RV-007
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Re: 3D Floors in Zdoom?
Okay, then I just got to wait for the next stable release.
Hopefully, things can get done with software renders.
Hopefully, things can get done with software renders.
Re: 3D Floors in Zdoom?
You may have quite a wait. Official releases can have quite a time gap between them.
Re: 3D Floors in Zdoom?
Does GZDoom still get relatively better performance than ZDoom at 3d floors?
Mind you, it's still not great. I wish there was a binary space partition rendering efficieny algorithm for 3d floors as well. For now, if you place too many 3d floors in the map and look in their direction, the game WILL slow down, even if you only see a few.
Mind you, it's still not great. I wish there was a binary space partition rendering efficieny algorithm for 3d floors as well. For now, if you place too many 3d floors in the map and look in their direction, the game WILL slow down, even if you only see a few.
- InsanityBringer
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Re: 3D Floors in Zdoom?
It's never too late to consider using the Quake engine insteadprintz wrote:Mind you, it's still not great. I wish there was a binary space partition rendering efficieny algorithm for 3d floors as well. For now, if you place too many 3d floors in the map and look in their direction, the game WILL slow down, even if you only see a few.

Re: 3D Floors in Zdoom?
Using elements of the Quake engine into Doom would surely be interesting. I think VaVoom is doing it.
OMG imagine the power! Combining all GPL ports and games into one!
OMG imagine the power! Combining all GPL ports and games into one!
Re: 3D Floors in Zdoom?
I can mostly imagine the horrible mess of conditional statements and compatibility options.
Plus... How would you handle games that run on a 35 Hz cycle like Doom and others that run on a 30 Hz cycle like Marathon, together? Clock speed set at startup depending on chosen game? Running at 210 Hz so that you have one "Doom tic" every six "global tic" and a "Marathon tic" every seven "global tic"?
Plus... How would you handle games that run on a 35 Hz cycle like Doom and others that run on a 30 Hz cycle like Marathon, together? Clock speed set at startup depending on chosen game? Running at 210 Hz so that you have one "Doom tic" every six "global tic" and a "Marathon tic" every seven "global tic"?
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: 3D Floors in Zdoom?
printz wrote:Does GZDoom still get relatively better performance than ZDoom at 3d floors?
Mind you, it's still not great. I wish there was a binary space partition rendering efficieny algorithm for 3d floors as well. For now, if you place too many 3d floors in the map and look in their direction, the game WILL slow down, even if you only see a few.
It all depends on the system you run on. If you use something modern, performance will be fine but with the tendency here to run Doom ports on old hardware things will eventually get slow...
The poor performance of the software renderer is because the level has to be split up and processed multiple times with considerable overdraw to add.
For the GL renderer it's just more polygons but not more per-pixel processing so the overhead's dimension is completely different.
But maps that cause too many wall splits due to lighting differences can slow down the renderer quite dramatically.
So you need to take some care with placing 3D floors. Do it badly and your map will slow down the engine.
I still remember how I optimized Tormentor's TNT 4 levels so that they perform well. The first versions of them ran at less than 10 fps in some locations.