Is there a exhaustive explanation of features for QZDoom?
Posted: Sun Dec 04, 2016 1:25
First of all, hello there!
I am quite impressed with some of the technical feats I've witnessed. Great job dpJudas and Eruanna! I've been watching this source port for some time, and once I saw it gaining momentum and it's first release, I decided that I would use QZDoom as the engine for a game that I am designing. As somewhat of a Doom purist, the switch to a more graphically advanced source port has left me with a few questions.
1. Is there a list of features for QZDoom, and if not, can someone explain the important features that differentiate it from GZDoom? Is there anything in particular that QZDoom cannot do that GZDoom can?
2. Is the goal of QZDoom to ultimately allow the software renderer to perform all/most tasks that the OpenGL renderer is capable of? If so, where does the software renderer currently stand, feature-wise?
3. Given a set of recommended computer specifications, how much abuse is possible without slowing down the engine? In particular, dynamic lights, models/voxels, portals, and 3D floors come to mind. Anything I should keep in mind while designing my game?
Thanks!
I am quite impressed with some of the technical feats I've witnessed. Great job dpJudas and Eruanna! I've been watching this source port for some time, and once I saw it gaining momentum and it's first release, I decided that I would use QZDoom as the engine for a game that I am designing. As somewhat of a Doom purist, the switch to a more graphically advanced source port has left me with a few questions.
1. Is there a list of features for QZDoom, and if not, can someone explain the important features that differentiate it from GZDoom? Is there anything in particular that QZDoom cannot do that GZDoom can?
2. Is the goal of QZDoom to ultimately allow the software renderer to perform all/most tasks that the OpenGL renderer is capable of? If so, where does the software renderer currently stand, feature-wise?
3. Given a set of recommended computer specifications, how much abuse is possible without slowing down the engine? In particular, dynamic lights, models/voxels, portals, and 3D floors come to mind. Anything I should keep in mind while designing my game?
Thanks!