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>> No.7009981 [View]
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7009981

>>7009931
Because that's simply not trivial to do, GzDoom and PrBoom+ are built upon *decades* of programming, and neither started from an entirely fantastic foundation.
If you wanted to add stuff like culling and multithread support to GzDoom, you'd have to near start over from scratch, as in starting over from scratch on decades of work. You also have the thing where either you adhere to the PRNG tables and how they work, or you do not have demo compatibility with the original game or the other ports that do, and if you don't, there's little point in even having any demo support. Perhaps you could have some sort of PRNG mode to run the game in, but it wouldn't be properly compatible with any of the advanced features like Decorate or ZScript, which may be using true RNG, or you'd have to add some kind of compat for how things like those would affect and be affected by the PRNG tables, which seems of dubious value.

One of the biggest reasons would probably be that you would have to start ALL over on making the port compatible with like 75% of all Doom material out there, there's parts which would be very quick (like just supporting the original base games, and supporting the Boom format), but then you gotta make all these decades of mods and maps run like they should in the port (which may be a very length trial and error process), or else everyone will complain and not use it.

Perhaps someone would be willing to start their own brand new advanced port with optimization and future proofing in mind, but they would be playing a very, VERY long game of catchup to where ports like GzDoom are today. This wouldn't even be inconceivable (hell, there's certainly gonna be some people who'll be glad to help, GzDoom itself is by no means a one man effort), but you would need a talented programmer who's very dedicated to working on the port and won't burn himself out, and you better be fine with waiting maybe a decade.

Are you willing to step up?

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