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Voxel rendering for S/W ports


andrewj

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1 minute ago, Alaux said:

The purpose of the namespace would be to tell the port with voxel support that lumps in it are indeed voxels, in case a WAD just so happens to have other lumps with the same names.

 

Right, but I wouldn't think it adds much provided we make voxel a fall-through case compared to existing interpretation methods.

 

In other words, lumps in an existing namespace or with deh/code references should not be "overridden" by the voxel prefix.

 

A loose lump with no references will be ignored by a non-compliant port anyway, so not sure the namespace really helps so much. I don't think it's a bad or broken idea though, just perhaps not necessary.

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This is great news! The major issue with adding voxel support in doom source ports was that the fastest way to render them (or, given our abilities, rendering them at all) was using BUILD code, which was under that ridiculous license GPL ports couldn't use due to conflicts in distribution methods. Having a true replacement for that BUILD code was sorely needed, for way too long now.

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The BUILD code in GZDoom is licensed as GPL nowadays. Rachael contacted Ken Silverman and persuaded him into licensing the parts in GZDoom as GPL (note: this still doesn't mean his other public voxel code - just what is in GZDoom).

 

In any case, this implementation seem a lot better than the build version. Very nice work! Would be nice to get in GZD's software renderer as well.

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On 11/13/2023 at 4:17 AM, andrewj said:

P.S. I'm not super satisfied with the way items are handled, there is a planned option to either force them to be rotated or leave the as-is, I think it probably should default to off (no rotation), and may need more fine-grain control.

My idea would be to have them align to the nearest linedef on spawn. Of course this is probably means adding more than just rendering code.

Edited by Trov

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Ok, so I was converting some voxels into 3D models for the Doomsday Engine in order to add shadows and light effects into them, but now that someone is working into a software renderer solution, I don't feel like finishing it because this looks way better and DE hasn't been updated in years.

16 hours ago, Trov said:

My idea would be to have them align to the nearest linedef on spawn. Of course this is probably means adding more than just rendering code.

I talked with Cheello and suggested mirroring the red cross on the medikits and the inscriptions on the ammo packs in a way that would make it easier to recognize the items facing the other way, he said he would implement it, but he never did, I was going to add that to my version, but forget about that.

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