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About Sinshu
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I like C#
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Doomworld Musicians, serenade us with your beautiful music!
Sinshu replied to BluePineapple72's topic in Everything Else
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I've released Managed Doom v2.1a. The major change in this version is the implementation of frame interpolation. As a result, the rendering of the game screen will become smoother than 35 FPS 😁 The latest win-x64 binary is here: https://github.com/sinshu/managed-doom/releases
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Implementing frame interpolation for smoother game play...
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Doomworld Musicians, serenade us with your beautiful music!
Sinshu replied to BluePineapple72's topic in Everything Else
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@Siggi Nice! One reason I created this port was because I wanted a codebase that was easy to compile and fun to modify. It's nice that you have fun modifying this port. One of the things I like about C# is that it's less likely to cause problems during the build process.
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I'm not familiar with MBF21, but wouldn't the problem be solved if we didn't use A_Chase? For example, according to the following link, the action A_JumpIfTargetInSight seems to be available. I think it would be possible to switch to an attack animation with this. https://github.com/kraflab/mbf21/blob/master/docs/spec.md
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TNT: Evilution MAP30 "Last Call" I am not a native English speaker, so for a long time, I didn't understand the nuances of the phrase "Last Call". Of course, I could look up the meaning in a dictionary, but knowing the literal translation only left me more confused. However, recently, by asking GPT-4 about the nuances, I was able to find an answer. According to GPT-4: "Last Call" is a phrase commonly used in places that serve drinks, such as bars, to prompt customers to place their final orders as closing time approaches. The phrase often implies a deadline or a last chance. In the context of Final Doom's last stage being named "Last Call," it suggests to the players that this is their final battle and their last opportunity. In other words, "Last Call" emphasizes that this is the climax of the game, where the players must overcome all the challenges they've faced and confront the final enemy.
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@Mr.Rocket If I remember correctly, the Silk.NET version has been fast since it was .NET 6, so I think Silk.NET is the main factor. I don't know much about low-level rendering so I can't be sure, but I think it's because Silk.NET uses a more modern version of OpenGL.
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@Mr.Rocket Thanks for the reply! Demo seems to work for me. It runs super-fast only when -timedemo is used.
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I really like the otherworldly atmosphere of MAP27.
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Fixed the mouse bug above. The latest win-x64 binary is here: https://github.com/sinshu/managed-doom/releases
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Oh, that is a bug I made when the mouse-related code was moved to Silk.NET. I'll fix it later.
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The biggest pain for me was demo compatibility. I was surprised that Mocha Doom maintains demo compatibility in a managed language, so I tried to do the same, but it required a lot of work...
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Since it's the New Year, let me announce an update to Managed Doom. The latest version is now v2.0b and the biggest change is the move from SFML.Net to Silk.NET. I still like SFML and its API design is the best for me, but since SFML.Net has not been updated for a long time, I decided to use Silk.NET which is better maintained. The following is a list of changes from v1.2e: Migrated from SFML.Net to Silk.NET. Fixed issue where cheat codes that should work in nightmare mode do not work. Improved DeHackEd compatibility. Added -solo-net option. Reduced CPU load of the SoundFont synthesizer. Fixed wrong calculation in spatial audio. Fixed crash in some PWADs (now KDiKDiZD should work). Updated .NET to 7 and introduced the officially supported native AOT compiler. The latest win-x64 binary is here: https://github.com/sinshu/managed-doom/releases By the way, in developing Managed Doom, I created several libraries on my own, and I would like to introduce them to you in case they may be of some use. MeltySynth https://github.com/sinshu/meltysynth/ MeltySynth is a SoundFont MIDI synthesizer written in pure C#. It was originally started as a built-in synth for Managed Doom, but later released as a separate library. This library is primarily intended for gaming applications and is tuned to have a low CPU load during playback. DrippyAL https://github.com/sinshu/DrippyAL Managed Doom uses OpenAL to handle sound. While it is easy to play sound effects in OpenAL, streaming music is tricky. This library is an SFML-like OpenAL wrapper that makes playing sound effects and streaming music easier.