Daemon
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The Dæmon game engine. 20 years of development above id Tech 3. Historically based on id Tech 3 through ioq3, Wolf:ET and XreaL a very long time ago.
Like other PRs before this one, #1719 brings the topic of compiler support (and then, compiler features and compatibility): - https://github.com/DaemonEngine/Daemon/pull/1719 As @VReaperV said in that [comment](https://github.com/DaemonEngine/Daemon/pull/1719#discussion_r2248699315): > trying to...
My test bed for #1822, so it includes #1822: - https://github.com/DaemonEngine/Daemon/pull/1822 While I would like to see #1822 merged for the release (it makes releasing easier), those changes aren't needed...
Rendering at a resolution lower than the screen resolution can be desirable if your hardware is too feeble to cope with so many pixels. With SDL2, *under certain circumstances*, you...
Sometimes the first stage of map load takes an unexpectedly long time. I logged the time spent in the `OptimiseMapGeometryMaterial` function and on the first run loading Pulse it took...
This thread is dedicated to discussing technical (re)implementations for the fog. As other transparent things, fog works differently in naive blending and linear blending. The currently implementation is to use...
With material system, marks such as bullet marks or blob shadows are rendered after fog. I believe this is because most gradations of shader sorting are ignored; the `MaterialPack` defines...
Opening the `test-video` map crashes the engine. Hard to debug because of: - https://github.com/DaemonEngine/Daemon/issues/1800
Opening the `test-portal-recursion` map with `r_materialSystem on` crashes the engine.
Linearize fog colors. Something I overlooked when writing #1687: - https://github.com/DaemonEngine/Daemon/pull/1687 This is not enough to make fog looks good in the linear pipeline. A fog relying on some kind...