Search found 27 matches
- Tue Nov 07, 2017 2:01 pm
- Forum: Engine Programming
- Topic: UWP/DirectX Quake ports?
- Replies: 8
- Views: 6624
Re: UWP/DirectX Quake ports?
There is a basic port for Quake3 which is pretty much complete: https://github.com/PJayB/Quake-III-Arena-D3D11 The author also has a Doom3 BFG port as well. I dunno if MH is working on adding UWP or if he is just keeping it simple with his D3D11 refresh project, although I haven't seen any updates o...
- Tue Feb 18, 2014 10:18 am
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 357625
Re: Doom 3 engine release and game code
Are you going to get BFG style GPU Skinning working too? GPU mesh deforms? :) I doubt it. Would be too much of a drastic change for now. Compiles fine but crashes instantly when i load the exe ?. It will flatout run refuse to run on anything intel-related so far. Radeons have a 50-50 chance of work...
- Wed Feb 05, 2014 9:13 am
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 357625
Re: Doom 3 engine release and game code
Mini-bump Got most of the BFG GLSL backend merged into standard Doom 3. https://github.com/raynorpat/morpheus It won't work on integrated Intel GPUs just yet, I think Intel's compatibility context is being ass, but should work once most of the deprecated calls go away and the compatibility context i...
- Thu Jul 04, 2013 5:11 pm
- Forum: Artificial Intelligence
- Topic: Quake III Arena's bots finding peace: is this true?
- Replies: 4
- Views: 4640
- Sun Apr 14, 2013 2:53 am
- Forum: Engine Programming
- Topic: Targeting 64-bit
- Replies: 24
- Views: 7952
Re: Targeting 64-bit
not to mention a totally different architecture (arm vs x86)Spike wrote:except for winrt versions which are strictly 32bit... yay.
- Sun Oct 14, 2012 3:38 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6071009
Re: What are you working on?
procedural quake sky
- Mon Oct 01, 2012 11:57 pm
- Forum: Artificial Intelligence
- Topic: OpenKatana AI
- Replies: 8
- Views: 11610
Re: OpenKatana AI
Hi hogsy,
Stuff looks good, I will surely be keeping on eye on your project.
Stuff looks good, I will surely be keeping on eye on your project.
- Sun Aug 26, 2012 11:50 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 64983
Re: Quake MOD - In The Shadows
that screenshot looks amazingly good...
- Fri Jun 29, 2012 7:05 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 430258
Re: FitzQuake Mark V - Easy to compile and ...
Isn't that in proquake?
- Sat Jun 23, 2012 6:03 pm
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 357625
Re: Doom 3 engine release and game code
Don't think I probably will finish it anytime soon unfortunately since it was more of a quick challenge when I was unemployed for a while.
Working on quake2 is more gratifying for me right now
Working on quake2 is more gratifying for me right now
- Sat Jun 23, 2012 2:13 pm
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 357625
Re: Doom 3 engine release and game code
I have my reservations about GLSL backend. It's been 5 month and it seems all projects are in a coma. Working on quake is a lot more fun though. :D There is no clear indication to why GLSL has to be implemented. I bet rewriting ARB shaders to replace the original ones would be way less work. I thin...
- Thu Dec 01, 2011 5:44 pm
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 357625
Re: Doom 3 engine release and game code
I see you're not doing the alpha/red swizzle on the normal map in your FS though; you'll need to modify the texture loader for that. Ah, good call. I just updated the zip, so my interaction shader is more or less complete for now. I can tell the difference as well without the specular LUT and the n...
- Thu Dec 01, 2011 12:23 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6071009
Re: What are you working on?
Serious Samqbism wrote:Is that ET with a custom hud? I don't get out much.
- Wed Nov 30, 2011 7:38 pm
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 357625
Re: Doom 3 engine release and game code
Just finished most of my GLSL backend, so this should help somewhat. It's still missing environment bumpmapping and the ability to load custom GLSL shaders from a material. I'm probably missing something in my shader implementation, since the flashlight acts strange on some materials. Here's the ol'...
- Tue Nov 29, 2011 6:38 pm
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 357625
Re: Doom 3 engine release and game code
Of course it matters. I know plenty of indie developers who would like more control then either the UDK or Unity gives them, and the D3 gives them everything they could ever ask for. A few Doom 3 mods also have the chance to go standalone.reckless wrote:without the game does it really matter