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Thread: Genesis FPS engine

  1. #1
    Nameless One Zeus's Avatar
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    Default Genesis FPS engine

    Impressive. I believe he's working on a Doom port.


  2. #2
    Death Bringer ESWAT Veteran Black_Tiger's Avatar
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    It may just happen to be doing the same thing, but it looks like a hack of the Mega Drive Duke Nukem 3D port.
    Quote Originally Posted by year2kill06
    everyone knows nintendo is far way cooler than sega just face it nintendo has more better games and originals

  3. #3
    Raging in the Streets Sik's Avatar
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    Since when does that port support sectors with multiple heights?

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    The Cat in the Hat Shining Hero NeoVamp's Avatar
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    Quote Originally Posted by Sik View Post
    sectors with multiple heights

    Niiiiiiiiice!!

  5. #5
    Nameless One Zeus's Avatar
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    E1M1


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    Hedgehog-in-Training Hedgehog-in-TrainingRoad Rasher
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    Quote Originally Posted by Zeus View Post
    E1M1

    Why does it look all melty?

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    Quote Originally Posted by turboxray View Post
    Why does it look all melty?
    Probably because it lacks of perspective correction, which is one of the bottlenecks in rendering.

    mo68K.

  8. #8
    Raging in the Streets Sik's Avatar
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    Except it does have perspective correction, it's just being computed wrong (looks like not enough precision).

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    Looking the video I still think there is no perspective correction, I really think the developer is using some sort of Affine, like you can see in this example: https://youtu.be/RyYEGdGwnFs

    And like I said previously, correcting the texture through distance was very heavy for many computers back in the day, because dividing by z.

    Why I think it's just Affine without perspective correction is because in the video when clipping Near-Z you can see (Around 10s to 11s) this:



    mo86K.

  10. #10
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    Quote Originally Posted by mo68K View Post
    Looking the video I still think there is no perspective correction, I really think the developer is using some sort of Affine, like you can see in this example: https://youtu.be/RyYEGdGwnFs

    And like I said previously, correcting the texture through distance was very heavy for many computers back in the day, because dividing by z.

    Why I think it's just Affine without perspective correction is because in the video when clipping Near-Z you can see (Around 10s to 11s) this:



    mo86K.
    Yeah I highly doubt it's doing any sort of texture mapping. So it's not an affine texture warping thing.

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