Kaiser
Doom64 Guru

Posts: 2279
Registered: 08-00 |
PFL said:
Just wondering if there's any more progress on this little baby... :)
Progress is very slow due to work, life etc, but I haven't forgotten about it :P
One of the things that I've been putting a lot of attention on is rendering optimizations. There are still several bottleneck areas or 'hotspots' that would cause the framerate dip between 25~28 which are all GPU bound. Eye of the Storm, No Escape, Altar of Pain and Blood Keep are the most problematic levels so far. Though these optimizations are only targeted for very low end machines or machines with integrated video chipsets.
I've also been combing through the disassembly finding anything that I may have missed or anything thats different from the original Doom1/2 code. Aside from that, I've also been working on getting the -file parameter working and finding a solution for easier pwad loading. I been putting some attention on the multiplayer aspect like new options such as keep keys when respawned, friendly fire etc. I've been wanting to look into a completely new savegame system as the existing code is just a pain in the ass.
Lastly I want to update Wadgen so its smarter about reading little-endian or big-endian swapped roms. I also want to add in MD5 hashing so it knows which rom is authentic or not.
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