Jump to content

Managed Doom - A Doom port written in C#


Recommended Posts

  • 2 weeks later...

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 by Mr.Rocket

Share this post


Link to post

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 by Mr.Rocket

Share this post


Link to post

@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.

Share this post


Link to post
  • 2 months later...

@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...

Share this post


Link to post
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?

Share this post


Link to post

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 by Siggi

Share this post


Link to post

@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.

Share this post


Link to post
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 :)

Share this post


Link to post
  • 4 weeks later...

Implementing frame interpolation for smoother game play...

 

managed_doom_frame_interpolation_test.gif.1ecb788e298f9421882a5776b56ee6a4.gif

 

Edited by Sinshu

Share this post


Link to post
  • 11 months later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...