GZDoom, the extremely versatile and very popular open source enhanced Doom game engine has a big new release out and they're going to drop 32bit support.
This month GZDoom 4.4.0 went up with a ton of bug fixes and feature enhancements, and they announced along with it that as of GZDoom 4.5.0 there will only be 64 bit versions. As for what's actually changed in 4.4.0? A lot. Looking over the long release notes, here's a few highlights:
- Added per pixel lighting for decals.
- Added support for replacing the intermission backgrounds in Doom 1 with widescreen images.
- Add option to disable SDL joystick support.
- Add a cvar to control weapon bobbing while firing
- Add option to invert mouse x
- Add scaling customization for classic ui flat scaling
- Add Doom2f.wad support
- Add support for xbox 360 versions of Doom/Doom2
- Major code refactoring to improve reusability of low level utility code
- Major refactor of texture upscaling control.
- Major dependency reduction of the texture system.
- Implemented better aspect ratio control for fullscreen images.
- Fixed texture sampler generation in the Vulkan backend.
- Fixed setup for translated textures in Vulkan.
There's absolutely tons more, that's just a few quick bits that jumped out at me while going over the new version as they haven't put their own highlights up yet.
It's a pretty amazing project really and we've seen some absolutely fantastic content get made for it. From simple mods to entire standalone games like Hedon. A fun example of a version made with it is the recent release of Treasure Tech.