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You can put on the list whatever you want, doesn't mean it will be implemented :-p
Ok, I'm not against TrenchBroom support, and gltf etc also sounds reasonable. If someone wants to work on that, I'd merge it (if the code quality is ok and it doesn't break anything).
I'm neither interested in implementing nor maintaining a Vulkan or DX12 renderer - I'm not a graphics programmer, and those APIs are just too painful to use (and DX12 isn't even crossplatform).
I'm not keen on NVRHI either, as I don't trust NVIDIA to maintain it indefinitely - often these kind of projects die when the main developer is assigned to another project, or leaves the company.
However, SDL3 will get a 3D API abstraction (that uses Vulkan or DX12 under the hood) - if that isn't too painful to use, I might be interested in a dhewm3 rendering backend for it.
If that API still ends up too Vulkan-y, bgfx might be an alternative.
I have no immediate plans to work on either, though.
Title, basically RBDOOM-3-BFG has some modding features that are QoL over some standard methods such has:
glTF 2.0 Model + Map Support:
TrenchBroom Support:
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