![]() Version 1.0 was released on April 7, 2021, which notably added support for the Vulkan API. Version 0.8.0 was released on Decemat which point the project was declared to have moved from alpha to beta stage. The codebase shifted away from EDuke32 with 0.7.0 released on Septemto instead use sources closer to the original game, namely JFDuke3D. Following the public announcement of Raze, Oelckers released the first public pre-alpha, version 0.4.0, on February 4, 2020. The first private release was 0.3.0, released January 23, 2020, consisting of only source code. ![]() The effort's name is an antonym play on the word Build, while also featuring a Z to fit with ZDoom it was originally going to be called Demolition.ĭevelopment started in August 2019. It is primarily the work of Christoph Oelckers (aka Graf Zahl), head developer of GZDoom, and Rachael Alexanderson (aka Eruanna), alongside the efforts of the base projects. This includes support for Blood, forked from the NBlood project. It aims to merge and refactor all of the available ports in a single package, with a back-end based on GZDoom. Raze is a source port for the Build engine and related games that mixes source code from various projects and GZDoom. We already have PrBoom - do we really need Crispy and Retro? Apparently their developers have fun doing it. You may ask the same question about the retro Doom ports. the Java backend not recognizing all keys on my keyboard - and its VSync also did not work) From that I just went on, ending up changing more and more until I was able to plug the entire GZDoom backend into it. I tried BuildGDX but had other problems with that (e.g. "Why? Why not? I started with this because I had problems getting VSync to work properly in EDuke and because I wanted true color rendering back and a better music system than the Windows system MIDI synth. "Blood: Raze source port gameplay" (Zaxx) - YouTube
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