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I noticed in videos that something's wrong with the texture offset on the first door in E1M1. Looks like the ceiling texture being drawn.
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How We Saw '95 Revival Thread [CLOSED]
axdoomer replied to The Kingslayer's topic in WAD Releases & Development
There haven't been any post for a while, so I'll post about my progress. E1M8 is 90% done. Up 40% since last time. E1M9 is still 80% completed. -
Sector 666 won't trigger on E1M8 if some Barons are tagged multiplayer-only even though you are playing single-player. Edit: that was a bug on my map :'(
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I was going to link it in my post, but sadly I wasn't able to find it. All I remember is that they implemented day and night cycles in the engine. (this is more than 2 years ago)
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I agree, it looks amazing. Although it runs very slow. That's an issue, unless you play in an emulator that emulates an overclocked CPU.
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Most modern game engines use C++. Older game engines (games pre-2000) used C because C++ compilers were not as good at optimizing the code back then as they are now. Optimized code is important, it allows developers to create more complex games with lower system requirements. C++ is currently used because it's fast and there's been a lot of programming patterns that were created to take advantage of the programming language. Most of these are implementable in C#, so C# is also a popular language for programming games (see Unity engine). There is not incentive to change this because of all the knowledge that was created around these languages. Game development is not limited to C, C++ and C# tough. Any languages can be used. Java, for example, is a very popular programming language and it's been used to program the game Minecraft. The problem with Java is that it's not a fast programming language, thus Minecraft suffers from performance issues where other more advance and complex games such as Call of Duty: Modern Warfare 3 can run at 60 FPS. Compiled C++ code executes directly on the CPU, whereas Java code must be run inside a virtual machine. Game engines will often use a scripting language so level designers and artists can program AI behavior and cutscenes. This is because C++ is a complex language and most level designers and artists don't know anything about it. In some cases, these scripting languages may be LUA or Python, although most game engines have their own scripting language with their own simplified syntax. Some also use GUI tools to abstract all of this (Unreal uses Blueprint Visual Scripting so no programming knowledge is required). Amateur/aspiring game developers are inclined to use a programming language that they are already confortable with. For example, a group of people have been using Mochadoom to develop their own zombie survival game rather than learning how other more powerful Doom engines work. I'm thinking of ZDoom and ACS. I can only suspect that they made this decision because they were already familiar with Java.
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Doom 64 is the 64th Doom installment. According to Tim Willits, the 4th book up to the 63th book lacked too much in story depth and character development to have a game based on them.
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Wondering what new devices Doom will be ported to in 2022.
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How We Saw '95 Revival Thread [CLOSED]
axdoomer replied to The Kingslayer's topic in WAD Releases & Development
It's already taken. Please check with magicsofa for available slots. -
How We Saw '95 Revival Thread [CLOSED]
axdoomer replied to The Kingslayer's topic in WAD Releases & Development
I don't come on Doomworld often, but here's my status update: E1M9 is 80% completed and E1M8 is 50% completed. -
I see. The door uses the same texture as the other walls.