1993 game engine omg!

Soldato
Joined
30 Nov 2005
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13,915

Using the doom engine from 1993!

Selaco will also sport voxel-powered 3D details, destructible environments, objects that use physics, advanced lighting, and fully voiced characters. One of these is The Juggernaut, a large enemy that will surprise players and break through walls, almost like a sci-fi version of Resident Evil 2’s Mr. X. And remember, all of this is being done using a source port of a game released back in 1993
 
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Associate
Joined
27 Feb 2012
Posts
1,294

Using the doom engine from 1993!

Selaco will also sport voxel-powered 3D details, destructible environments, objects that use physics, advanced lighting, and fully voiced characters. One of these is The Juggernaut, a large enemy that will surprise players and break through walls, almost like a sci-fi version of Resident Evil 2’s Mr. X. And remember, all of this is being done using a source port of a game released back in 1993
damn that's cool
 
Man of Honour
Joined
13 Oct 2006
Posts
91,692
It is actually impressive what can be pushed out of some of those older engines with a little modern makeover and the artists having to be inventive - for example the new Quake 1 Dimension of the Machine episode, Bridgeburner's Bastion of Chaos for Doom II or Danlex's Lullaby for Doom, etc.
 
Soldato
Joined
7 Dec 2012
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17,520
Location
Gloucestershire
Love the look of this!

Mostly, I'm just posting here so I can insert some key words that'll help me find this thread when I inevitably remember seeing it but forget what it is called :D

Modern Doom engine
 

mrk

mrk

Man of Honour
Joined
18 Oct 2002
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100,995
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South Coast
Alright so having a quick play before continuing later this eve but the GFX settings are VAST, also Ultra preset isn't actually fully ultra because...

BPKGjI4.png



Hah, I laugh in the face of such warnings:

jqtWiZa.png
 
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mrk

mrk

Man of Honour
Joined
18 Oct 2002
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100,995
Location
South Coast
The text does say "ANY" computer, which would include a 4090. There does seem to be a few fps drops to the 80s and 60s for the first few frames of massive explosions, then it goes back up to the hundreds. All destriction and thrown particles remain where you left them even after coming back to an older area, so this is probably why it's pretty demanding.
 
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Soldato
Joined
14 Jul 2003
Posts
14,611
Oddly doesn't look as smooth as it should IMHO. Sure we had fewer frames to animate but the games would generally feel smooth regardless especially with a 3DFX card etc.

Looks great regardless
 
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