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Doom 3
PORTSNATIVE

Doom 3

NATIVE PORTSHOOTER / ACTIONWINDOWSALPHA

Doom 3

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

View official project

About the project

Doom 3 es un videojuego de disparos en primera persona desarrollado por id Software y publicado por Activision. Existen versiones para Microsoft Windows, GNU/Linux, Mac OS X y para la videoconsola Xbox.

4 versions of Doom 3

You're viewing: Doom 3

Doom 3github.com/Rinnegatamante/ldhewm3-rearmed
Windows
Current
dhewm3github.com/dhewm/dhewm3
Windows
Linux
macOS
›
DUDEgithub.com/Inkub0/dude
Windows
Linux
›
Doom 3 (Doom3Quest)github.com/Team-Beef-Studios/Doom3Quest
Windows
›

Official project information

Author's original READMEOpen on GitHub ↗

LDhewm3 ReARMed

<img src="shot.png"></img><br> LDhewm3 ReARMed is a lowend fork of dhewm3 focusing primarily on tradeoff to ensure a decent enough graphical fidelity whilst being able to run on lowend devices. Current focus is on a PSVita dedicated build.

vitaGL flags

HAVE_WRAPPED_ALLOCATORS=1 NO_DEBUG=1 DRAW_SPEEDHACK=1 CIRCULAR_POOL_SPEEDHACK=1 HAVE_SHADER_CACHE=1 DEPTH_STENCIL_HACK=1

Known Issues

Some moving entity can get stuck (an example is the bridge in the early section of the game you have to cross to progress). If that happens, save a game and load it, it will unstuck the entity.

Changelog

v.0.5

  • Made the ETC1 encoder multithreaded. This speeds up runtime texture compression for caching purposes.
  • Updated to latest vitaGL and vitasdk.
  • Optimized I/O accesses for faster loading of maps.
  • Added packaged assets caching for faster loading of maps.
  • Removed redunany entities and images loading. This reduces stutter during area transitions.
  • Added buffering to I/O operations for faster loading of resources.
  • Fixed a bug causing saves to become corrupted.
  • Fixed a bug causing video cutscenes to not play correctly.
  • Fixed a bug causing touch and rearpad presses to cause game crashes.
  • Improved default settings setup for better performances.
  • Improved the graphics backend pipeline to use less memory and use vitaGL more efficiently.
  • Added an experimental frameskip option that can be enabled via com_frameSkip option in the ini.
  • Added r_maxLights option to reduce the max number of active lights at the same time to greatly reduce CPU workload. Defaults to 8.
  • Implemented native NEON usage for math operations.
  • Made so that entities of all types that reside in deactivated areas of a map or behind portals get set in dormant state to not execute their physics, animation and AI steps every frame.
  • Optimized the codepath that handles entities area updates.
  • Added LOD system to reduce animations framerate for entities distant from the camera.
  • Optimized dynamic lights interactions culling codepath.
  • Fixed a bug in MD5 skinning that was causing some animations to break under certain circumstances.
  • Enabled pre-decoding and caching for short looping SFX effects.
  • Added caching and reduced tickrate for pathfinding of NPCs to improve CPU workload.
  • Optimized flashlight dynamic light performances by reducing the frequency at which it updates its light beam.
  • Added caching to flashlight beam to prevent needless recalculations of shadow volumes.
  • Optimized box culling codepath.
  • Implemented virtual keyboard for textbox interactions in the GUI.
  • Added caching for objective images to reduce CPU workload when those are on screen.
  • Optimized plane tests codepath.
  • Disabled shadow casting for weapon muzzle flashes to prevent a shadow volume regeneration every frame.
  • Restored sibling calls optimization.

Credits

  • emileb for d3es-multithread that was used as original base for this project.
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PROJECT FILE

Project type
NATIVE PORT
Genre
Shooter / Action
Status
alpha
Original platform
—
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
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Target platforms 1

Windows
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