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RaveYard's Extras
เข้าร่วมเมื่อ 6 ก.พ. 2021
Main channel: th-cam.com/users/MrRaveYard
Discord: discord.gg/VTgj9qf
This is RaveYard's second channel.
I put silly things here and generally videos which I feel don't fit into my main channel.
Discord: discord.gg/VTgj9qf
This is RaveYard's second channel.
I put silly things here and generally videos which I feel don't fit into my main channel.
[GZDoom] Iterative Shader Test
Testing whether you can run texture shader on its previous output.
Made with a canvas texture, ZScript and texture with a GLSL shader.
Still working on stuff.
Made with a canvas texture, ZScript and texture with a GLSL shader.
Still working on stuff.
มุมมอง: 80
วีดีโอ
[EM2] 10 Minutes of Adventure Mode Gameplay (Spoilers?)
มุมมอง 782 หลายเดือนก่อน
[EM2] 10 Minutes of Adventure Mode Gameplay (Spoilers?)
[EM2] WIP Vanilla Map Enhancements
มุมมอง 686 หลายเดือนก่อน
Example of MAP19 during snowy night. Contains also automatic wind ambience lightmap lights/sunlight. Adventure mode will randomize and enhance vanilla maps.
[EM2] Old Shop vs New Shop GUI
มุมมอง 1446 หลายเดือนก่อน
Convinced myself to use ZForms rather than to make my own solution. Absolutely worth it.
[Godot Engine] - Doom2
มุมมอง 1.7K9 หลายเดือนก่อน
Loading Doom2 data/levels using GDScript in Godot engine. Made in about two days. The entire thing is written from scratch (no Doom code was copied or ported). Music is from: th-cam.com/video/C_g4E12t9-g/w-d-xo.html My Discord server: discord.gg/VTgj9qf
[Brahma Engine] Perspective Correction (see description)
มุมมอง 3.4K10 หลายเดือนก่อน
The author's explanation/demo: th-cam.com/video/kQOoUSmXC9o/w-d-xo.html Testing Brahma Engine's perspective correction. I downloaded Brahma Engine public demo from here: www.indiedb.com/engines/brahma/downloads/nipsys64-v12-demo-6 My stuff: Main channel: th-cam.com/users/MrRaveYard Discord: discord.gg/VTgj9qf
[EM2] BFG Succ
มุมมอง 252ปีที่แล้ว
I had this idea for over an year. Took about one hour to implement.
[VKDoom] Experimental Internal Lightmapper Test
มุมมอง 1.2Kปีที่แล้ว
RTX ON (actually, yea it is hardware raytracing) My Discord: discord.gg/VTgj9qf VKDoom Discord: discord.gg/6hhns9HyPx
[EM2] Inverse Kinematics
มุมมอง 215ปีที่แล้ว
Filler... just testing something... Discord: discord.gg/VTgj9qf
I know this is gonna be used in some LSD sequence in em2
How are the building shadows done?
VKDoom adds lightmap support, so the shadows are the result of the "sunlight" that I've set up.
just a question but do we still play as the original dude in part 1, or as one of the many clones that killed the original, or a different character altogether?
You'll see :)
Any ETA on release? Endless Madness is my favorite Doom WAD, and I’ve been looking forward to the sequel for years.
April, hopefully.
Martinez Patricia Hall Donald Garcia Daniel
Collin Hills
"I had this idea for over an year. Took about one hour to implement." can relate
bum friend
go my scarabs
60 fps? Did you program this in binary?
Nope. Merely a bunch of tricks, optimizations a lot of cutting of corners.
Doom modding won't stop until every conceivable bit of technology has been replicated in it.
lol water is gone
This is amazing!
Perfect. No improvement possible.
Fluttershy does make a good merchant, somehow.
My daughter approved of this 😅
What you've done to DOOM might be a crime.
Will this be able to run on a Macbook at some point (or at least via CrossOver)? I hope this can be available for Doom modding at some point too because I fuck with this for sure! :D
Sorry, I don't know anything about MacOS compatibility in general. You'd have to ask on the VKDoom discord server.
yoooooo
would this work with GZdoom stuff? (world portals and 3d floors)
the engine itself is flexible enough, but it would take a lot of time to implement.
This has a lot of potential. I'm not talking about porting Doom into Godot, more like making levels inside Doom's level editors and importing them into Godot.
You can already create levels for Quake and export them
are you drawing them with a shader? from the way the floors/ceiling extend infinitely it doesn't look like a mesh. impressive work btw
Thanks. The floors and ceilings are drawn via shader, because cutting Doom sectors into triangles is rather complicated.
so it CAN run doom...
GDdoom when
Singularitys' Sci-Fi Sniper... Wasn't as Overpowered as this one, I like it
Oh neat, I use that engine. Good work.
Is it running in real time? Because wow, that's great. I wonder how original WADs would look like if we'd ditch the sector lighting and apply this technique.
It works in real time, but only RTX cards can run this reasonably fast.
@@raveyardsextras4281 I got 3070, would that be enough?
That skybox tho.
Very cool, would like to benchmark on old computers
what map is that at the end ?
Planisphere 2 by Perro Seco
Is this just another source port or a modification of the Build Engine?
According to its author is a game engine inspired by Build but written from scratch in C++.
It looks a bit cursed to me to see proper vertical look in these games, but at the same time it looks really really good! I'm impressed!
Now imagine it in reverse What about... Quake without perspective correction?
@@retneychozken yeah, that's even more cursed!
@@retneychozken The engine's author is thinking about importing BSP files into Brahma, which means you'll be able to turn off perspective correction on them. If successful, I think it'll be very cool to see Quake maps inside a sector based engine. XD
@@usuarioextra9324 Unreal
How do you fill the pixels that will be skipped over when drawing angled lines?
probably just draws outside the screen bounds
There's a video on my channel that explains this type of projection in details (search for "frame postprocessing in Brahma Engine").
that's very cool
there's something messed up with the top of the skybox
The sky CYLINDER
The readme file says skyboxes are unfinished right now. The engine is buggy but looks promising.
wow discovering projection matrices in 2024 that's sick
From reading the dev's notes, it doesn't seem to work that way at all. It's a custom software renderer, not triangle based. I mean, I'm not going to sit here and tell you that perspective division doesn't happen here: it has to somehow. But this thing doesn't seem to have any similarity with previous GPU-based or software renderers from the 90s. I'm kinda curious as to how it actually works.
@@HyperMario64 It is definitely curious, but the math would work out the same way either way. Perspective geometry is simply what it is, no matter how you render it. The rendering technique here is no doubt very interesting, I will grant it that.
nobody made you watch it. coding any rendering stuff is impressive even if it's not new
The renderer is a column based renderer (walls/floors are strictly drawn in vertical rows of pixels). The only way to look up and down in this kind of system is to do Y shearing: zdoom.org/wiki/Y-shearing which is what you see in the beginning of the video Afaik the perspective correction is a reprojection (done on CPU) sewn together from couple of renders with different Y shearing and FOV (to avoid wasteful rendering offscreen).
@@raveyardsextras4281 So is it scaling the scanlines horizontally to achieve perspective? I notice on the sides that there is some artifacting on the side.
That looks amazing! Do you know of any tutorials, covering the new features added by vkdoom? Or will you be creating any kind of tutorial youself, in the future? I'm asking because i 've tried utilising zdray in the past, with no success; and i've also failed to find a comprehensive guide online.
First of all this is not zdray, zdray generates lightmaps for levels. This is Vkdoom on its own, you should be able to enable it if you have an rtx card, I unfortunately don't.
@@ThatKidBobo You don't necessarily need an RTX card, since there is a fallback code, but you do need a GPU that supports Vulkan.
You can check out VKDoom's discord server if you need help: discord.gg/6hhns9HyPx
@@raveyardsextras4281 Wait you don't? I've been complete fool about this then! How do you enable this?
@@raveyardsextras4281 Hey, thanks!
Excelent!.
What music is this? Amazing
Portal Prelude OST: The Hamster Alliance - Endless Chamber th-cam.com/video/G5cFu7v6NVI/w-d-xo.html
is this a completely different source port from gzdoom or a mod? looks good tho
it's a gzdoom based port.
@raveyardsextras4281 good!
why sip when you can *s u c c*
does VKdoom have vid_preferbackend option?
it's vulkan only
thanks, Pi4 gpu has vulkan-1.2 supported, build vdroom is ok. but it showed can not found vulkan devices then switch to llvmpipe software renderer. btw, can run vulkan/wayland on gzdoom 1080p very well.
What is VKdoom? Btw that looks amazing ❤
A fork of gzdoom that uses vulkan and adds new features that differ from gzdoom
This will be Doom graphics in 2005.
More like 2025 :P
Impressively smooth, really curious to see how this whole thing will turn out. The first game was already very technically impressive, but the second appears to be leaps and bounds above it. Cheers to a world of madness.
that how he loot at player is funny and creepy at same time :D
There are no limits to your insanity, truly a gift that keeps on giving.