View allUsers (1)

Posts

Loading...

I spent all yesterday testing a new feature of the next version of zrdoom 5.0... - a realtime lighting setup... It uses decorate powered pseudo-ray tracing to render real time lights and shadows... #doom #procedural #raytracing

In the latest 2 builds of ZRDOOM 5.0 I tested 15 maps in the engine. 9 of them were beaten by the bot. 6 maps got fucked up by the bot. That is better than the 10/21 mesup rate of the previous build. #lzdoom #procedural

In ZRDOOM 5.0 the built in ZCajun bot can play the levels and beat them due to the ACS code rebuilding the map every 2 minutes and spawning in new enemies to make the bot find them. This prevents the bot from messing up for long... #lzdoom #procedural

Zrdoom 5.0 uses a system of 600x200 64x64 grid sectors of square and diamond shapes.... it alters their heights/lighting/textures to form walls, player spaces, etc. It teleports in new enemies per map.... #lzdoom #doom #procedural

The procedural level generation in zrdoom 5.0 is next gen. It guarentees every room will be unique per levelset. It provides randomized procedural traps in hard/slaughter levels... It has more detail than oblige 7.70 #doom #lzdoom #procedural