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Rapportera problem med översättningen
So... yeah, even that wouldn't help with graf's code.
What purpose does it serve to reinterpret something that will run on a 386 albeit horrible framerate though some of us tolerated it in a small window, but behind the raster of the image the game logic was not harsh, the original engine is less than 1/2 a mb it grew because of the ipx/spx implementation render sound etc.
The machines we played on had 4mb - 8mb of ram, My mouse has more than that included in on the ucontroller and there are ports of Doom running on
So what are you complaining about ?.
https://www.youtube.com/watch?v=y6PP_IBbOTY
30 years has passed in between. Its a miracle and a wonder doom is still running.
It's not really that slow at all
GZDoom is better. Blow me.
It's not an optimal build that's for certain.
The base of doom is single
The Graphics Renderer is multithreaded
The Audio Renderer is multithreaded
delve further into the functions that the doom code requires literally you could run it on a coaster covered in beer and vomit.
Good job.
https://www.nightdivestudios.com/kex/
DOOM + DOOM II rerelease is kex 4.3 build it supports
JPEG - PNG images / have not found any BMP
XAudio2
unsure about the scripting
The performance of the warp renderer is sub optimal