See the original forum thread for more information. This is a command-line utility written by Graf Zahl to convert old-format MAPINFO lumps to new-format ones. Useful for converting old mods or setting up advanced development workflows. Merges your Doom IWADs (Doom, Doom 2, Final Doom, Master Levels, etc.) into a single IWAD, allowing players to switch between games without relaunching.Ī command-line utility that extracts the contents of a WAD to a (mostly) pk3-compatible folder structure. These tools support a few special editing and playing scenarios. At the time of writing, it is also the only nodebuilder with UDMF support. Its most important feature is that it knows about polyobjects, but it can also build GL nodes if you don't want to wait for glBSP to do it. This is a standalone version of ZDoom's internal node builder. Command-line utility only requires terminal to run. Linux version of the ACC script compiler. Command-line utility only requires terminal to run, no.
Mac OS X version of the ACC script compiler. It supports all of ZDoom's language extensions. This is not the version of ACC released by Raven. Windows-only.ĪCS script compiler for use with ZDoom and/or Hexen. Available for Windows, Mac, and Linux.Ī level editor with complete support of *ZDoom features. If you want to stay ahead of development, try out some Dev Builds and be the first to try out the newest features in development, before everyone else does! In doing so you can help to ensure releases are smoother, by reporting any bugs that you may find! LZDoom Builds also available!Įverything you need to start creating ZDoom mods.Ī full-fledged level and resource editor for Doom which supports most *ZDoom features. Want more features? Get more out of GZDoom! The release builds are not all that GZDoom has to offer. It does not provide all features currently supported by GZDoom but in turn is capable of running the hardware renderer on older hardware which does not support modern OpenGL features. LZDoom is based on an older version of GZDoom. ( Vulkan/OpenGL 4.5 capability recommended, but the minimum requirement for the hardware renderer is OpenGL 3.3, the minimum for the software renderer is Direct3D 9) GZDoom is the latest version targeting current systems with modern graphics hardware. Although the parent ZDoom codebase has been discontinued, the latest official release is available here for posterity.
NVIDIA NSIGHT will be brought to Linux in the future along with Android.įor more information see the PDF slides and video.ZDoom now comes in multiple flavours! The primary port, GZDoom, sports advanced hardware (OpenGL) and enhanced software rendering capabilities, while the port LZDoom serves as an alternative with a different feature set, detailed below. MoltenVK brings a Vulkan-over-Metal implementation to iOS and Mac OS.
The "small issues" delaying their their Doom Vulkan patch was "driver issues" and the Vulkan swap chain being "surprisingly hard to get right."
id Software also ran into Vulkan driver issues. Epic Games notes Vulkan driver problems, "Drivers are greatly improved, but you’ll still run into BSODs." Unreal Engine 4 is making great progress with its Vulkan render architecture. Vulkan Next is in development (//see that article for those post-1.0 details. But there is interest in making OpenGL ES more robust and for delivering fixes/extensions to GLES 3.x. There's "little demand" for a new OpenGL ES version this year. Currently only the i965 Intel driver is basically at the GL 4.5 level while RadeonSI/Nouveau are still at OpenGL 4.3, but could reach OpenGL 4.5 by September. Mesa 12.1 isn't anticipated until September (and may be called Mesa 13.0). The slides incorrectly say Mesa 12.1 was released "yesterday" with OpenGL 4.5. The SPIR-V output from glslang is compatible with this extension.
Covering the new ARB_gl_spirv OpenGL Extension that allows OpenGL drivers to accept compiled SPIR-V code. Here are my OpenGL/Vulkan notes from watching the livestream yesterday and going back through the slides today: I already covered the OpenCL session while now here are my notes from the OpenGL/Vulkan BoF along with the presentation material.
Yesterday were The Khronos Group sessions at SIGGRAPH 2016.