Fulltext results:
- reference @script
- Very much like Python.) * [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/apps/cli... troller presets script]] * [[https://github.com/skyjake/Doomsday-Engine/blob/master/doomsday/tests/te... ints in time]] * Manipulate shader variables, render passes, and the active material * **Applicati... unds]] * **Configuration:** * [[https://git.skyjake.fi/doomsday/engine/src/branch/master/doomsday
- overview_of_resources_doomsday_1.x @modding
- library) must always be loaded from real files. skyjake has created a simple utility for automaticall... tion textures can be of any size. The engine will render them scaled so that they fit the size of the or... = Detail textures are grayscale images that are rendered on top of normal textures when walls and plan... f regular textures. The console variables {{var|rend-tex-detail}}, {{var|rend-tex-detail-far}}, {{var|
- doomsday @guide:2.2:man
- valent to the console command ''connect''. ; ''-devlog'' | ''-nodevlog'' : Enables or disables developer log entries. These are useful for debugging and/or troubleshoot... ''-vvv'' : Enables all log messages (normal and developer, all levels). ; ''-warp'' : When starti
- readme_macos @guide:2.2
- ted ports of Doom, Heretic and Hexen have been in development since 1999; the first versions were relea... to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon... inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and
- readme_windows @guide:2.2
- ted ports of Doom, Heretic and Hexen have been in development since 1999; the first versions were relea... to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon... inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and
- readme_macos @guide:2.3
- ted ports of Doom, Heretic and Hexen have been in development since 1999; the first versions were relea... to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon... inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and
- doomsday @guide:2.3:man
- valent to the console command ''connect''. ; ''-devlog'' | ''-nodevlog'' : Enables or disables developer log entries. These are useful for debugging and/or troubleshoot... ''-vvv'' : Enables all log messages (normal and developer, all levels). ; ''-warp'' : When starti
- readme_windows @guide:2.3
- ted ports of Doom, Heretic and Hexen have been in development since 1999; the first versions were relea... to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon... inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and
- packages @fs
- d to have at least two components. For example: //skyjake.example// is a valid identifier, but //exampl... is not. (The corresponding files might be named **skyjake.example.pack** and **example.pack**.) **Alte... nfo defaultstyle.pack/ modules/ renderer.pack/ lensflares.pack/ testmo... set could be a [[assets:model|3D model]] that the renderer would use to represent a thing of a particula
- readme_macos @guide:2.1
- ted ports of Doom, Heretic and Hexen have been in development since 1999; the first versions were relea... to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon... inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and
- readme_windows @guide:2.1
- ted ports of Doom, Heretic and Hexen have been in development since 1999; the first versions were relea... to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 3.3 renderer * World [[movement smoothing]] (actors, mon... inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and
- doomsday @guide:2.1:man
- valent to the console command ''connect''. ; ''-devlog'' | ''-nodevlog'' : Enables or disables developer log entries. These are useful for debugging and/or troubleshoot... ''-vvv'' : Enables all log messages (normal and developer, all levels). ; ''-warp'' : When starti
- doomsday_engine
- released in late 1999 and early 2000. Most of the development work has been done by Jaakko Keränen (skyjake). The purpose of the project is to create ve... ut and low-level networking. Since then, a major trend in the development of the engine has been to further unify t
- doomsday @guide:2.0:man
- the window (when not in fullscreen mode). ; ''-devlog'' | ''-nodevlog'' : Enables or disables developer log entries. These are useful for debugging and/or troubleshoot... ''-vvv'' : Enables all log messages (normal and developer, all levels). ; ''-warp'' : When starti
- readme_macos @guide:2.0
- ted ports of Doom, Heretic and Hexen have been in development since 1999; the first versions were relea... to engine features * Configuration menus and [[Renderer Appearance sidebar]] editor * On-the-fly [[... me [[command console]] Graphics: * OpenGL 2.1 renderer * World [[movement smoothing]] (actors, mon... inal games' limitation of 35 FPS * Stereoscopic rendering modes: anaglyph, side-by-side, cross-eye and