Don’t claim your engine is “next gen” if you don’t even have those.
This entry was posted on Saturday, February 16th, 2008 at 4:34 pm and is filed under Oni / Konoko Payne, Programming, Rant. You can follow any responses to this entry through the RSS 2.0 feed. Both comments and pings are currently closed.
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February 18th, 2008 at 12:48 am
Pierre, tell us how you did it?
July 12th, 2008 at 6:07 pm
Hehe, nice :-). Although AFAIK the first game engine to introduce decals, Build (the one used in Duke Nukem 3D, Blood, etc) had unlimited decals without fading them out. I remember poking the walls in Blood with the Pitchfork for a few minutes at the same spot and “opening” so much “holes” that when they were in camera’s fov the game slowed down a bit (remember, that was in a software rendered Pentium MMX). So basically you did decals the “right” way (its a little irritating to spill blood all over the room in Doom 3 and after a few minutes seeing the room as if someone came by and cleaned it).
July 15th, 2012 at 1:54 pm
Well, I remember decals disappeared too in blood or duke (I have just tried eduke32 port, can’t find the old games in my HD). Anyway, this is also what I was always wondering about. Yeah, one could argue that you can’t have really unlimited decals because of memory issues, but decals in most games disappear rather quickly. I’d like the option that thousands of them stay, memory is plenty, inspect my free memory and fill 90% of it. But I guess there is the reason of speed too, throwing too much decals in Zdoom on single wall slows it down like hell when approaching