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Quake engine differences?

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Postby frag.machine » Sat Jun 18, 2011 2:25 pm

reckless wrote:Quake 3 uses md3 not skeletal :) skeletal first made its apperance in id tech 4 (doom 3 etc.)

first engine to implement megatexture was enemy territory quake wars, the code was allready in doom3 but not used and in a very early stage.

model formats by engine.

Quake 1: mdl.
Quake 2: md2
Quake 3: md3
Doom 3/Quake 4: md5 (some say skeletal tbh im not sure).

as far as i know no game by ID ever used the md4 format but i remember a thirdparty game using it (title illudes me atm).


RTCW ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby goldenboy » Sat Jun 18, 2011 5:45 pm

reckless wrote:megatexture only needs to keep the same image in memory resulting in some substantial speed gains and less stress on hardware.


If that is true, it's even more amazing that ETQW runs noticeably slower than both Doom 3 and Quake 4.
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Postby revelator » Sat Jun 18, 2011 6:04 pm

RTCW used md4 ? hmm ok didnt know that.

if i read it right enemy territory only uses megatexture for 2D passes not for the entire thing so still a lot of texture operations going on.

there does seem to be quite a bit of different explanations out there though so my word aint the word of god ;) a reliable source would be carmack himself.

i guess we will know when rage goes live :)
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Postby daemonicky » Sun Jun 19, 2011 11:15 am

Megatexture

I will try to classify it:
1. there is technique of texture atlas
2. Carmack developed technique how to efficiently upload parts of texture if the texture is very huge (does not fit into card)
  • it is the other part of megatexture technique
  • I may be wrong, but it is possible that some of these old games used similar techniques of uploading parts of image atlas.

Speed:
  • There are no texture state changes, right :?:
  • But there must be a cost of uploading new texture data into graphic card, right :?:
  • So, the cost of uploading that data is smaller than cost of real texture state change :?:


Animations

Are all animations keyframe based :?: By keyframe based I mean that you set key frame to either whole model or part of it.

From what part is involved in animation there are 2 classes, animation on all vertices at once and animation with groups of vertices. Animation on groups of vertices is either Forward or Inverse Kinematics. Is this correct :?: Thanks. :)
Think, touch, movetype, solid, traceline ...
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Postby revelator » Sun Jun 19, 2011 11:34 am

collection of links about the feature.

upcomming versions -> id tech 5

http://en.wikipedia.org/wiki/MegaTexture

versions atm ETQW etc.

http://en.wikipedia.org/wiki/Id_Tech_4

perpetual drawback (holy hell) i suspect i will need a new harddrive :P

http://www.giantbomb.com/id-tech-5/92-1385/
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Postby ArchAngel » Mon Jun 20, 2011 9:46 pm

A question occurs to me... most texture formats use referential compression, so how do you read part of a mega texture? Does that mean you can't have any kind of compression on the image?
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Postby revelator » Mon Jun 20, 2011 11:11 pm

as far as i could read by using UV mapping and some other tricks.

i may be wrong though (not the first time).
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