In 10 days, the Eternity Engine will celebrate the 10th anniversary of its first public release with the unveiling of v3.40.00, which will be based on the efforts currently underway on the C++ development branch.
I am proud to announce that, amongst various other tweaks since v3.39.20, this will be the most backward-compatible version of Eternity yet, with significantly better support for complevel 9 demos, thanks in part to DWF user 4mer -- thus putting to rest permanently any idea that a C++ transition necessitates any loss in this department.
And here is a preview of the C++ EE release.. uh... doing stupid shit.
Sprites.wad is a test wad for Mochadoom that demonstrates how well the Mochadoom renderer handles 1000+ sprites. In Eternity Engine, however, it turns into a NUTS.WAD clone with Episode 1 monsters!
This is the Crazy Gun from Armas19.wad. It replaces the BFG and uses the PE death as bfg tracers, which then spawn lost souls... which are replaced with huge-ass explosions. Instant death if I wasn't in God mode. it spawns a lot of things, which is a good stress test.
Do you notice how well the renderer handles long walls? there is minimal-to-no jitter thanks to the "Cardboard" renderer Eternity Engine features.
esselfortium said: Awesome. It's great that the C++ conversion has gone reasonably smoothly; considering the fate of the DoomLegacy C++ overhaul I have to admit I was a little worried when you started work on it :P
And I would suppose that what they have done is try to bite off more than they could chew.
I could go on for months or maybe years changing everything into neat tidy classes and namespaces, but there is no compelling reason to do any of that right now. All I've done is use C++ to address the core things which were presenting as design (and overdesign :P) problems in the C code, and it's worked out great.
EDIT: What Graf said ;) (Missed his post there for a moment).