![]() The way clouds were rendered is now correct.Better awareness for widescreen aspects.Additionally, sprites are now fragmented based on the subsectors they overlap This means that sprites will no longer be cut off by floors or walls depending on the order of subsector draws. Depth buffer is no longer used and instead now follows how the original game rendered the scene.All effects are now driven by pixel shaders. Again, this was something that was necessary as modern graphic APIs now do not support the features that Doom 64 EX relied on (legacy OpenGL features like texture combiners, etc). Switched to a shader pipeline-based renderer.The goal was to keep this release of Doom 64 as ‘Vanilla’ as possible, plus it saves the issues when having to deal with the sky and player getting stuck in levels. ![]() This does not affect the game in any way and the game logic for Doom 64 remains intact. It was necessary since it’s already scalable across multiple platforms. Uses the newest version of Kex Engine for its framework.I apologize in advance if some of these things sound too technical. Please feel free to share this, as I am tired of having to answer this question myself! Apparently I’ve been seeing this question pop up pretty damn frequently so I will be posting a list of the more significant differences to be found in the official remaster compared to EX 2.5.
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