The standard functionality demo, shortly after creating 20 simple
explosion particle effects, totalling around 2500 particles.
The same demo after the particle effects have died off, causing the
frame times to fall back to normal. Note also that the hidden
flickering light, which illuminates the lower left of the sphere and
some of the boxes, has now flicked off.
The demo scene shown at quality levels 1-4 (the default is level 5,
used in the previous pair of screenshots). Note the changing
complexity of geometry, textures, line quality, particle count per
effect, etc. The missing heightfield in these shots is a bug. :-)
Three runs of the port of another of Chris Halsall's demos,
The first shot shows the particle effect running at its default detail
level (bias=0), with 210=1024 particles. While the default
looks nice in motion (persistence of vision doing its job to blur the
fast moving inner particles), it produces somewhat lousy screenshots.
The other two runs had the complexity bias set to +2, for
This shot shows a white-line wireframe of the first level of the
original shareware DOOM. This port is fairly primitive, but it's
definitely fun to work on. Well, except for having to work around
silliness in the WAD file format, which was designed for a quirky
pure software renderer running in DOS . . . .