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>> No.6517642 [View]
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6517642

>>6511849

https://github.com/so-sleepy/Xdoom

This engine is intended to fix features already provided by Linuxxdoom, the only people who would like what I am doing here are those learning C, wishing to learn C, lovers of the C programming language, lovers of programming or curious about what it was like to play Linuxxdoom if it was fixed up. Linuxxdoom also appears to be the code base used in Doom BFG edition and Doom Eternal. I am always posting notes in the Issues section, which is much more comprehensive than following the commits.

The goals of the project are as follows, be warned that I am not very strict about them:
* To be easy to build.
That means no music since it requires a third party library such as SDL or WildMIDI. All it takes is going into the linuxxdoom-1.10 folder and typing "make", a compiled binary will appear in a folder called "bin".

* To be easy to port.
That means no third party libraries except the ones originally required by Linuxxdoom, because it was first projected to run on X. I might write a small text file describing functions and variables to keep track of, along with a list of all global variables. Whatever POSIX function found should be rewritten and added to the engine if possible, e.g. strcasecmp() is definitely going to be replaced at some point, everything will be written in pure C18 wherever possible. It shouldn't be difficult to convert this to ANSI C but good luck not relying on threads to have sound working properly and having it being gentle with the CPU.

* To fix game breaking bugs.
That means visplane overflows, medusas, or anything that could interrupt the enjoyment of the game by the player is going to be treated as bugs, and fixed, so vanilla compatibility is not priority. That one shotgunner stuck in MAP02 next to a barrel? He might not be stuck there forever, not sure.

Lots of things are in the drawing board at the moment so don't be surprised if there is something contradicting the README in the repository.

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