YoYoDoom: wads in GameMaker -3D update + Texture Mapping-

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darkhaven3
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Re: YoYoDoom: wads in GameMaker -3D update + Texture Mapping

Post by darkhaven3 »

Nash wrote:Is the engine 3D accelerated or is it still completely done in software? I notice that there's true perspective so I assume you're not using the same column-based drawing like typical Doom renderers. How well does the performance scale with resolution?

New screens look amazing, as always. Can't wait to see lights and the sky!
It is probably using GM's native 3D commands, which are hardware accelerated with D3D9 if I recall correctly. If this is the case, it should perform just fine at 1080p on the IWAD levels, at a minimum.
Can't wait to see lights and the sky!
I can't imagine dynamic lights are going to happen if that's what you're referring to. There is a static limit of 7 or 8 lights per 3D scene in GM, and they seem to be based on vertex color rather than directly affecting entire surfaces, so you will get huge Gouraud-like artifacting stretching across a room in the event that a point light affects one vertex on a poly but not the others.
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Nash
 
 
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Re: YoYoDoom: wads in GameMaker -3D update + Texture Mapping

Post by Nash »

dark: no, I was talking about sector lighting.
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Arctangent
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Re: YoYoDoom: wads in GameMaker -3D update + Texture Mapping

Post by Arctangent »

I don't think you looked close enough, then - take another gander at the Doom 2 and Heretic screens.
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Nash
 
 
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Re: YoYoDoom: wads in GameMaker -3D update + Texture Mapping

Post by Nash »

Woops, what I meant was light levels that match Doom's and/or fake contrast.

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