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Updated .plan
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README.md
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README.md
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@ -110,8 +110,9 @@ You can fork RBDOOM-3-BFG and create a new renamed binary that includes all requ
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If you want to see what is planned or in progress in a Trello/Kanban style manner look here: [RBDOOM-3-BFG projects](https://github.com/RobertBeckebans/RBDOOM-3-BFG/projects)
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Short term goals:
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* DX12/Vulkan renderer backend using the [NVIDIA Rendering Hardware Interface](https://github.com/NVIDIAGameWorks/nvrhi) by Stephen Pridham which will lead the path to advanced Ray Tracing techniques
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* Finish last remaining bugs of the DX12/Vulkan renderer backend using the [NVIDIA Rendering Hardware Interface](https://github.com/NVIDIAGameWorks/nvrhi)
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* Optional RmlUI support as an alternative to Flash
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* Add Raytracing for accelerating the probe baking and optionally adding realtime global illumination
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---
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# May or may not ".plan" <a name="plan2"></a>
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@ -119,7 +120,7 @@ Short term goals:
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* Add [Volumetric Lighting](http://www.alexandre-pestana.com/volumetric-lights/)
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* Explore Screen Space Global Illumination with Christoph Schieds' A-SVGF realtime denoising because A-SVGF works really well in Q2RTX
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* Update texture compression based on [Basis Universal GPU Texture and Texture Video Compression Codec](https://github.com/binomialLLC/basis_universal)
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* Replace collision detection and physics with PhysX 4.1
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* Replace collision detection and physics with PhysX 5
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---
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# Renderer Features Explained <a name="render"></a>
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@ -690,17 +691,17 @@ You can find your qconsole.log on Windows in C:\Users\<your user name>\Saved Gam
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---
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# FAQ <a name="faq"></a>
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**Q**: Why bother with DOOM-3-BFG in 2021?
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**Q**: Why bother with DOOM-3-BFG in 2023?
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**A**: It is fun, period. Doom 3 is from 2004 but is still an impressive and entertaining game. In 2011 id Software added lot stuff from the development of Rage like its own Flash SWF and ActionScript 2 interpreter, proper support for gamepads and widescreens. It also combines the gamecode for Doom 3 and its missionpacks and runs it in a seperate thread and it has many multithreaded rendering optimizations.
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DOOM-3 and DOOM-3-BFG are some of the most transparent games available where you can open all files and inspect how the game was built.
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Unlike Quake 1-3, DOOM-3-BFG shipped with all level .map sources for 47 single player maps.
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There is plenty of stuff you can learn from it like solid run & gun core gameplay, AI, animations, client/server multiplayer, level design or simple and elegant engine design.
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**Q**: Why bother with DOOM-3-BFG in 2022?
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**Q**: Why bother with DOOM-3-BFG in 2023?
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**A**: The engine compiles faster than opening a project in Unity.
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**Q**: Can I use this engine to make a commercial game?
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**A**: You can but don't bother me to give you free support and you probably should use Unreal Engine 4. I am a full time game developer and usually don't have time for any free support.
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**A**: You can but don't bother me to give you free support and you probably should use Unreal Engine 4/5. I am a full time game developer and usually don't have time for any free support. I recommend that you have moderate C++ skills even you are an artist. Technical designers (coders that became artists) might have the most use from this engine.
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However some people already work on total conversions and there is a community on the id Tech 4 Discord server where you can ask questions and get some support:
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https://discord.gg/Q3E9rUFnnP
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