My first post here, so small presentation of myself: Bubuche, computer scientist, master 2 degree and ... with a lot of time (yup, i don't have a job, i know i should find one, shhh, don't say it to me please).
You must know : i am not a doom big fan, i didn't grow up with it even if it's my generation. I only start playing doom some month ago, with gzdoom and brutal doom on the top of it. English is not my native tongue and right now it's very late (so, forgive mistakes please). Also, i don't have internet during the day, only during the evening). This is for the small presentation.
I didn't find a doom engine under bsd licence and for this reason i decided, not to re-create an engine under this licence, but to at least do some job on that and create the basic stuff, something someone could use in the futur.
But ... i need a bit of help.
Here is the result right now :
https://www.youtube.com/watch?v=7j6aQmG7JK8
https://www.youtube.com/watch?v=fCaW8YpkHjY
I use jmonkeyengine for the rendering and the physic.
"So, what is your job actually ?"
My job is to parse the wad file, load textures, load levels, create tesselation for the ground, create the mesh with correct height for sectors ...
I'll also try to do music and basic sprite handling.
I need help for textures. I (kind of) understand the palette system and the light level system, the patch idea ... but i can't place patches correctly.
I already downloaded the uds.1666 file and some wiki page (i didn't use a tool to "grab" the site : i saved individual page, with the ctrl+s function of my browser. Don't hit) and for almost everything it was ok but for that ... nope.
For example the Brown144 texture is a texture with a height of 128 but it has a patch with a height of 144 pixels. How should i handle that, skip, use modulo ? There is also negative offsets in some textures.
I know that the "sky" is horrible : i didn't start to work on it yet, let me some time
I use bullet engine (actually : jbullet engine, the java port of bullet engine embedded in jmonkeyengine).
Ground is handled with a shader (and without texcoords) that map a color to a pixels according to the world coordinate of it. Well, you know how it works.
Every sector is loaded and "meshed" separatly. I don't use BSP tree (maybe i should) but if someone want to display only some sectors, it can.
The tesselation of the ground is made by an algorithm of my own (i don't say it's a brand new algorithm, i bet a lot of people already came with something similar) that doesn't add new vertex. So, i could (and i likely would) write a small program that take in parameter a wad file (and maybe a level) and generate a custom pwad file containing lumps that add triangles to levels.
(something like:
8-bit level name
[for each sector]
short number of triangle
3-short vertex index defining the triangle)
that way people will be able to do this part that is not that obvious to code otherwise (generate triangles for the floor and the ceiling).
Well ... good night everybody.
P.S. : i posted here because it seemed the best sub-forum to post it. It's "related to ZDoom". I don't mind if someone want to move it.
P.S.2 : i am not here to talk about GPL vs BSD licence. I like trolling like everybody does, but not in my first topic please
