The WIP Thread
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Re: The WIP Thread
Looks promising. This feels like would go Roguelike, seeing the arenas one by one.
Last edited by Captain J on Fri Mar 03, 2023 1:57 am, edited 1 time in total.
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Re: The WIP Thread
In my free time I tend to do some Doom mapping and attempt to start a short mapset of sorts. I find myself using texturepacks that are filled with many texture variations, and I tend to be overwhelmed by the amount of possibilities, I eventually end up dropping such projects. In the last few months I limited myself to stock Doom I and Doom II textures and no funky custom stuff, just some dehacked extras and that's it. Limiting myself seemed to get me further than making just two maps and abandoning the project, and I've still got some spirit in me. I've read some pro modders giving advices such as "start small, don't jump immediately in deep water" to noobs and I can see why. I just need to work on naming things, and I might get somewhere. [Son Of A Gun (A.K.A. When Saying "Crap" Just Isn't Expressive Enough)] might not be a very good title for a simple Boom map set.
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Re: The WIP Thread
A little something I started working on.
This was the first run I did of the project after finishing the basics and, if anything, it displayed how rough it is currently.
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Re: The WIP Thread
made myself a nice accurate look of the bayonet rifle from doom alpha, man this was a mind-boggling idea I was thinking.
my own version would be based off of: M1, British em2 and madsen 47
image link: https://cdn.discordapp.com/attachments/ ... curate.png
my own version would be based off of: M1, British em2 and madsen 47
image link: https://cdn.discordapp.com/attachments/ ... curate.png
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Re: The WIP Thread
Holy smokes that looks amazing! Merging weapon types in doom is always magical to see. Quite a lot of spells to tweak around with!
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Re: The WIP Thread
Oh no! It beings!
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Re: The WIP Thread
Welp, took me long enough, but I am finally next to finish the version 1.0 of titan. (or at least what it was originally meant to be 1.0)
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Re: The WIP Thread
so, i had a dumb idea...
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Re: The WIP Thread
R&R Doom from a while back got me curious about multithreading the Descent renderer. Finally stopped being lazy and stupid and tried implementing it, and I'm fairly pleased with the results even if my implementation is fairly sketchy. I set up the 3D renderer lib such that it can be isolated into thread local instances, I rewrote the original clipper to support arbitrary clip planes, and I set up the screen in tiles with each tile getting clip planes that clip primitives to only render in that tile. I record all drawing commands into a big buffer, and each of the worker threads consume commands as they're being recorded, so the main thread can do all the visibility work and rotation and projection while previous commands are still being drawn. I think it can be done better, since a lot of tiles are going to be worrying about primitives that are entirely outside of their cell, but at least they should be trivially rejected.
It does speed up high resolutions a lot (though in the worst case I'm getting up to 25% CPU usage trying to maintain 150 FPS... for some reason rubbing your face up against a grate is extremely performance heavy. The branching for transparency doesn't seem to be the big killer, surprisingly, so I suspect it's because there's a full-screen polygon being rendered on top of whatever's been rendered behidn it), but unsurprisingly 16:16 fixed point is nowhere near enough for high resolutions. CPUs are very fast with floats these days, so maybe it won't hurt much to switch to them. Probably will help the compiler optimizer some too
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Re: The WIP Thread
Bjecinst wrote:
> [streamable]xl2p1s[/streamable]
> so, i had a dumb idea...
Genius, I sent it to friends to chuckle at.
There's a lot of great WIPs here, too much to catch up on but keep it up everybody.
> [streamable]xl2p1s[/streamable]
> so, i had a dumb idea...
Genius, I sent it to friends to chuckle at.
There's a lot of great WIPs here, too much to catch up on but keep it up everybody.