Source ports like Jdoom, Risen and GzDoom render the game in what I call "sort of true 3D." That is, the perspective is along all three axes, and there is 3D model support, but the maps are still 2.5D. Tricks can be implemented to allow for slopes and room-over-room effects, but you're still using an XY grid to build everything. I think Vavoom is the only engine that lets you construct true 3D geometry.
Demonicus666 said: Hey doomers what doom engines run doom in 3d? To take advantage of today's pcs ?
3D can mean several different things.
1. Support for true 3D geometry, like in Quake.
2. 3D floors and other tricks that can somewhat compensate for the lack of true 3D geometry.
3. 3D models. Even Wolf3D-like engines can be taught to show them.
4. OpenGL, etc.
5. I dunno, 3D goggles support?
Patrol1985 said: In that case, is there any Doom port which supports TRUE 3D geometry, without any tricks?
Why bother? That'd mean you'd need to use a completely different map format. And by completely different, I don't mean something like "Hexen format instead of Doom format" or "UDMF" -- I mean something which has no concept of sectors at all, and instead uses brushes like Quake and Unreal, or meshes like the Bethesda games.
That also means that the engine in question would need to perform some on-the-fly conversion of Doom maps to whatever it uses natively. (Brushes are easier to imagine for that.) And then you run into all sorts of hassles because things like sector movements in Doom would correspond to brush transformations rather than movement. (E.g., a lift doesn't move up: it gets taller.) And then there's the rendering hacks for effects like deep water and invisible floors -- entirely tied to sectors.
Simply put, a TRUE 3D geometry without tricks? That's not a Doom port anymore. If you're fine with something that isn't a Doom port, then you can look at Garry's Mod.