![zdoom vs gzdoom zdoom vs gzdoom](https://media.moddb.com/images/mods/1/15/14079/bloodpackpic.png)
I like how close to vanilla glboom is while letting me use a higher widescreen resolution, modern keyboard and mouse controls, and non pixellated graphics. Is this change noticable during gameplay? What other engine differences are there between these two ports (other than demo recording and possible bug fixes)? Regarding RNG, I understand that vanilla doom (and I suppose glboom by extension) uses a static lookup table with various random values and a pointer just moves down the list until it gets to the bottom, then starts back at the top again, while (from what I take from the quote) gzdoom uses a random function (likely just rand() with some sort of range restriction), which would allow for a greater number of values and less predictability. You still have the option in GZdoom n' such to turn a lot of things off but those don't change the numbers (lots of RNG was normalized). GZdoom changes a large amount of numbers so its not really "vanilla". While I'm debating about the pistol start (there doesn't appear to be an easy way to do it without warping to each level or whatnot), I'm seriously considering doing fast monsters. The challenge looks fun - UV with fast monsters and pistol start on each level for the IWADS (I don't think he uses the pistol start while playing PWADS). However, I've been watching decino's playthroughs on his YouTube channel, and I noticed that he uses glboom for his runs. Years ago, I went through Ultimate Doom on HMP using zdoom with jumping, crouching, and freelook turned off, and I was thinking about doing another run using gzdoom on UV with the same settings.