Search found 27 matches

by raynorpat
Tue Nov 07, 2017 2:01 pm
Forum: Engine Programming
Topic: UWP/DirectX Quake ports?
Replies: 8
Views: 6607

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...
by raynorpat
Tue Feb 18, 2014 10:18 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 357359

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...
by raynorpat
Wed Feb 05, 2014 9:13 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 357359

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...
by raynorpat
Sun Apr 14, 2013 2:53 am
Forum: Engine Programming
Topic: Targeting 64-bit
Replies: 24
Views: 7952

Re: Targeting 64-bit

Spike wrote:except for winrt versions which are strictly 32bit... yay. :s
not to mention a totally different architecture (arm vs x86)
by raynorpat
Sun Oct 14, 2012 3:38 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6064064

Re: What are you working on?

procedural quake sky :)

Image
by raynorpat
Mon Oct 01, 2012 11:57 pm
Forum: Artificial Intelligence
Topic: OpenKatana AI
Replies: 8
Views: 11586

Re: OpenKatana AI

Hi hogsy,

Stuff looks good, I will surely be keeping on eye on your project.
by raynorpat
Sun Aug 26, 2012 11:50 am
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 64970

Re: Quake MOD - In The Shadows

that screenshot looks amazingly good... :shock:
by raynorpat
Fri Jun 29, 2012 7:05 pm
Forum: Engine Programming
Topic: FitzQuake Mark V - Easy to compile and ...
Replies: 115
Views: 429783

Re: FitzQuake Mark V - Easy to compile and ...

Isn't that in proquake?
by raynorpat
Sat Jun 23, 2012 6:03 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 357359

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 :D
by raynorpat
Sat Jun 23, 2012 2:13 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 357359

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...
by raynorpat
Thu Dec 01, 2011 5:44 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 357359

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...
by raynorpat
Thu Dec 01, 2011 12:23 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6064064

Re: What are you working on?

qbism wrote:Is that ET with a custom hud? I don't get out much.
Serious Sam
by raynorpat
Wed Nov 30, 2011 7:38 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 357359

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'...
by raynorpat
Tue Nov 29, 2011 6:38 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 357359

Re: Doom 3 engine release and game code

reckless wrote:without the game does it really matter
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.