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InsideQC Forums • View topic - What are you working on?

What are you working on?

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Re: What are you working on?

Postby Shpuld » Thu Apr 25, 2019 1:34 pm

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Re: What are you working on?

Postby Barnes » Tue May 14, 2019 6:35 pm

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Re: What are you working on?

Postby Barnes » Sun Jun 09, 2019 7:08 pm

cubemap reflection
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Re: What are you working on?

Postby toneddu2000 » Sun Jun 09, 2019 7:46 pm

Really cool, compliments! Is this a dynamic parallel light?
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Barnes » Sun Jun 09, 2019 9:25 pm

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Re: What are you working on?

Postby toneddu2000 » Mon Jun 10, 2019 6:22 am

Sorry, I was referring to projected shadow of player :) I forgot to mention
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby revelator » Tue Oct 29, 2019 6:05 pm

Though im not as active anymore, i have done some work on idtech 4.
Im using code pieces of darkmod to update the old code to more modern standards like AVX and AVX2 SSE* intrinsics, and im using a correct floating point mask for setting precision for both
x87 and SSE codepaths. The SMP changes from darkmod have also made it in, and the game runs a lot better now (no microstutter whatsoever).
The async thread code was also updated a lot as part of the SMP changes and i made a few additions myself.
Loads of dead and unused code was removed (more there than most would think), and im using a hybrid GLSL ARB2 renderer.
The interactions are done with GLSL the rest like shadows and materials are still handled by the old ARB2 shaders.
Since the engine code im using was originally from MH's minimal Doom3, there are no longer any editors in the executable (this is both good and bad).
The old hardware gamma code was modified to include gamma clamping, since thats a restriction on windows > win2k.
Codepaths for 4:3 16:9 and 16:10 resolutions have been added, but you need a menu gui like venoms to have easy access to the new resolutions.
The render debugger was updated substantially with code from fhdoom.
If not enabling things like SSAO or soft shadows, this engine can push close to 60 FPS on ultra settings with vsync on in sikkmod.
The reason it does not work so well with SSAO and soft shadows is the fact that sikkmod uses a hacked depthrenderer to get the nessesary depth capture,
so basically it draws everything twice... Also these effects newer worked to well so dont use them.
But everything else you can have on :smile:
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Re: What are you working on?

Postby JasonX » Wed Oct 30, 2019 3:12 pm

how good is the old id tech 4 when it comes to multiplayer? Is it's netcode better than something like Darkplaces or FTE?
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Re: What are you working on?

Postby revelator » Thu Oct 31, 2019 8:06 am

Its ok as such, but does not have any packet compression so it might not fare to well with large complicated maps.
Definatly something that could do with an update.
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Re: What are you working on?

Postby Shpuld » Sun Nov 17, 2019 10:11 pm

I'm messing around with using blender for creating maps, in this screenshot the map geometry is made in blender, exported as .obj and used as misc_model in a q3bsp map, the sky and water surface are an IQM model. No custom glsl or fog used at all in this scene, just trickery with q3 shaders and transparencies

Image
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Re: What are you working on?

Postby toneddu2000 » Mon Nov 18, 2019 11:09 pm

Wow, I really like the sea color and transparency, pretty neat considering no GLSL at all! Keep it up the good work, Shpuld!
- my first commercial game, made with FTEQW game engine
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