DaniJ
Senior Member

Posts: 1691
Registered: 08-03 |
Graf Zahl said:
You have been far too vague so far to give me any idea what precisely this would involve. But from this post I gather it's not in line with my ideas.
Modern or not, it still needs to be able to handle the things the game needs.
What good would a renderer be that focusses on the advanced stuff and completely loses sight of the basics. I certainly won't turn GZDoom into Doom 3 or Risen3D, that's for sure. That means the basic lighting model will remain what it is, for example.
Indeed I have been vague. In fact, deliberately so because I respect you as a developer. Unfortunately it would appear that in doing so I have miscommunicated, as your (somewhat defensive) reply suggests I'm talking about the common form of "next gen" rendering, as seen in Doom 3. I'll attempt to clarify both my intentions and suggestions.
To reiterate what I said earlier in the thread; it is my opinion that to date, there is no GL, DOOM-engine based renderer that makes the best use of the features available. By this I am referring to ill-conceived architecture which does not integrate the DOOM side of things with the premise of hardware accelerated rendering effectively (within the landscape of modern hardware and graphics library capabilities). Obviously there are many reasons for this; the time required being a predominant factor...
My main motivation was to plant a seed; that there is no requirement to develop yet another atypical renderer but with a backend that attempts to shoehorn DOOM into it. If this statement appears to be in any way condescending then I can assure you that was not my intent.
The ideas I presented were formed with the sole purpose of reproducing similar render results to that which GZdoom produces currently (though they are certainly usable if you did wish to pursue techniques like normal mapping at a later point).
With modern hardware we now have the opportunity to near enough recreate every nuance of the vanilla DOOM software renderer, from light attenuation to colormaps. To achieve this however necessitates leveraging new techniques, which given their role in contemporary, atypical renderers masks their usefulness to solving our problem.
Again, I'm being very vague but that is because this stuff is fun. Figuring out how to use cutting-edge techniques to render crusty old DOOM, exceptionally fast would be very gratifying (and, I don't wish to deprive by handing my own research on a plate).
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