Further rendering explorations – Part 3
Further rendering explorations – Part 3
This is the final installment of a short series of posts detailing what I’ve learned while exploring the possible directions that a redesigned Doomsday renderer could take. This post is about…
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@KuriKai Not sure if an addon is the right way to tackle that. But in general it's pretty simple to add a mechanism for per-map definitions that specify overriding angles for specified objects. At the moment, such per-map definitions are not supported, but it ties quite neatly into the bigger picture of using Doomsday Script to access/modify game world/map state.