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Here's a few for starters, none of which the standard DooM engine was ever capable of:Player jump and crouchLook up/downVertically overlapping zones for split levels, bridges etc.Realtime Gouraud shaded zone lighting with multiple light sourcesTextured and Gouraud shaded polygon models for weapons, various pickups and some enemiesLightsourced sprites via bumpmapping for almost all other enemiesAdditive and alpha blended transparency effects for explosions and waterRefraction effects for waterDitheringExamples of some of these effects below:http://www.amiga.org/gallery/images/810/1_montage1_256.pnghttp://www.amiga.org/gallery/images/810/1_montage2_256.pngWhat AB3D2 lacked was polish and had some unfortunate limitations imposed on the finished product.