Originalmente conocido como Doom: Year Zero, va a ser mostrado en la Xbox Games Showcase el 9 de Junio.
https://insider-gaming.com/doom-the-dark-ages/
https://insider-gaming.com/doom-the-dark-ages/
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Mostrar Mensajes MenúCitarFeatures:
-Polymost is used as the primary renderer, significantly rewritten and seperated from OpenGL, utilizing a new texture manager. Polymost is used in this capacity to generate polygons and sending them off to the backend, which is OpenGL 3.3 with the option to use OpenGL 4.5 features. This ensures that new renderer features can be added to the same backend, but where a different renderer other than Polymost can be used
-GZDoom's post-processing effects framework is incorporated, allowing effects such as bloom and faking increased color ranges with dithering to be possible
A replaced and revamped file system, based on the WAD manager used in GZDoom
-ZMusic from GZDoom is used as music system
-The menu code from GZDoom is used as a generic system across all supported games
-Games are in in their own modules and do not interact with eachother. Renderer, sound system and input are used universally across the titles
-Controller support is included, using the existing ZDoom controller code
-Multiplayer and networking however have a different implementation per game, and thus this was left as-is
-OSD and configuration maintenance replaced with ZDoom's console and config code
Supported games:
-Duke Nukem 3D v1.3D and Atomic Edition (via eDuke32)
-One Whole Unit Blood and Cryptic Passage (via NBlood)
-NAM (via eDuke32)
-WW2GI (via eDuke32)
-Redneck Rampage and Suckin' Grits on Route 66 (via RedNukem)
Unsupported, but are semi-playable with bugs:
-Shadow Warrior (via VoidSW)
-Powerslave/Exhumed (via PCExhumed)
-Ion Fury (via eDuke32
CitarIn the summer of 2006, I was mentoring a smart local kid how to do 3D graphics on the CPU. What started as a simple rotating texture-mapped cube turned into a full blown successor to the Build Engine. By 2007, Build2 was far enough along to be used at a summer camp. At the camp, the kids signed up to create their own 3D games. The kids got to learn something and make their own 3D games, while I got free beta testing and a negligible salary for 2 weeks. It was a tough job, but it was rewarding in the end. So I continued doing it for 2 more summers. Then the camp suddenly lost enrollment and with no reason to continue on the project, I lost interest.http://advsys.net/ken/buildsrc/build2.htm
Many of the features in BUILD2 were things I planned to do with the original Build Engine, but never had a chance to try back then. I'd say the most difficult feature by far to implement was the dynamic lighting with shadows.
Here are some new features of BUILD2 over the classic Build Engine:
Native Windows, 32-bit color, 6 degrees of freedom, pure CPU rendering
Native support for sector over sector (SOS).
Advanced lighting system with true dynamic shadows, colors, spotlights.
Multi-user editing with client-side prediction.
Powerful scripting compiler in EVALDRAW.
Full RGB color mapping.
Voxel sprite support.
Skybox support.
No sector/wall/sprite count limits.
There are a few relatively minor things missing in BUILD2 that the original Build Engine had. Most notably - transparency. Also missing is the built-in texture animation, but that can easily be simulated in the script.