Sinshu Posted February 22, 2023 Fixed the mouse bug above. The latest win-x64 binary is here:https://github.com/sinshu/managed-doom/releases 4 Quote Share this post Link to post
dmnwizard Posted February 22, 2023 6 hours ago, Sinshu said: Fixed the mouse bug above. The latest win-x64 binary is here:https://github.com/sinshu/managed-doom/releases Very good! Now the function is working perfectly! Thank you very much! 1 Quote Share this post Link to post
Mr.Rocket Posted March 6, 2023 (edited) Nice! I'm not sure which previous version I was using last but OMG, it seems the FPS is now super fast when running a demo, compared to said unknown version. Is it now uncapped? it sure seems like it in this current version. Thanks! Edited March 6, 2023 by Mr.Rocket 1 Quote Share this post Link to post
Sinshu Posted March 6, 2023 @Mr.Rocket Thanks for the reply! Demo seems to work for me. It runs super-fast only when -timedemo is used. 1 Quote Share this post Link to post
Mr.Rocket Posted March 6, 2023 (edited) Sorry about that, that's what I meant, when running a -timedemo, it seems 2 to 3 times faster than previous versions. EDIT: Yeah, testing with 1.2f I get around 570-ish FPS, but when testing with the new 2.0c I get around 780-ish FPS. ;) ~ testing in windowed mode 640x400, Doom.wad -timedemo demo1 There's nothing wrong with this, in fact it's pretty kickass. Could it be the move to Silk and .NET 7? Edited March 6, 2023 by Mr.Rocket 1 Quote Share this post Link to post
Sinshu Posted March 6, 2023 @Mr.Rocket If I remember correctly, the Silk.NET version has been fast since it was .NET 6, so I think Silk.NET is the main factor. I don't know much about low-level rendering so I can't be sure, but I think it's because Silk.NET uses a more modern version of OpenGL. 0 Quote Share this post Link to post
Siggi Posted May 21, 2023 @Sinshu This is really impressive work. As someone who is most comfortable with C# it's really awesome to have a Doom source port I can just play around with. I'm genuinely really grateful. I had often thought about doing something like this myself over the years, but for one reason or another could never commit to it. I provide the following dumb thing I cooked up while messing around with the managed doom source https://github.com/scfinniss/managed-doom/releases This will pick a random level when you start a new game (episode selection is skipped for Ultimate Doom), when you die or when you complete a level. Now to think about what other cursed things I can do... 3 Quote Share this post Link to post
Redneckerz Posted May 21, 2023 38 minutes ago, Siggi said: @Sinshu This is really impressive work. As someone who is most comfortable with C# it's really awesome to have a Doom source port I can just play around with. I'm genuinely really grateful. I had often thought about doing something like this myself over the years, but for one reason or another could never commit to it. I provide the following dumb thing I cooked up while messing around with the managed doom source https://github.com/scfinniss/managed-doom/releases This will pick a random level when you start a new game (episode selection is skipped for Ultimate Doom), when you die or when you complete a level. Now to think about what other cursed things I can do... Interesting approach! curiously, how do achieve the randomness? Do you use Obsidian or Oblige or something custom to manage this? 0 Quote Share this post Link to post
Siggi Posted May 21, 2023 (edited) Haha, no. Not randomly generated levels, although I'd love that. It's just randomizing the level order. edit: but this does give me an idea Edited May 21, 2023 by Siggi 0 Quote Share this post Link to post
Sinshu Posted May 21, 2023 @Siggi Nice! One reason I created this port was because I wanted a codebase that was easy to compile and fun to modify. It's nice that you have fun modifying this port. One of the things I like about C# is that it's less likely to cause problems during the build process. 2 Quote Share this post Link to post
Siggi Posted May 21, 2023 Yeah for sure, getting the code up and running was trivial. Worked right out of the box. 1 Quote Share this post Link to post
Redneckerz Posted May 21, 2023 18 minutes ago, Siggi said: Haha, no. Not randomly generated levels, although I'd love that. It's just randomizing the level order. edit: but this does give me an idea Ah i see, my bad! With Random, i assumed you are generating a random level. There are a few ports that do this, one uses Slige and BSP as a submodule so it generates a new level at level start, and the other uses Oblige. If you need some links for inspiration, PM me and ill provide you :) 0 Quote Share this post Link to post
Sinshu Posted June 16, 2023 (edited) Implementing frame interpolation for smoother game play... Edited June 16, 2023 by Sinshu 3 Quote Share this post Link to post
Sinshu Posted June 17, 2023 I've released Managed Doom v2.1a. The major change in this version is the implementation of frame interpolation. As a result, the rendering of the game screen will become smoother than 35 FPS 😁 The latest win-x64 binary is here: https://github.com/sinshu/managed-doom/releases 5 Quote Share this post Link to post
Mr.Rocket Posted June 5, 2024 Love this port, someone please make a network model for this.. 0 Quote Share this post Link to post
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