Doom 3 engine release and game code

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mh
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Re: Doom 3 engine release and game code

Post by mh »

Shadow patent (spit) may not be a problem; for one thing there are alternate methods that work but are slower, and that could be just what's in the released source. It would probably still need legal clearance though because Creative's (spit) lawyers would need to be satisfied that there is no patent-infringing (spit) code left in the engine.
We had the power, we had the space, we had a sense of time and place
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raynorpat
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Re: Doom 3 engine release and game code

Post by raynorpat »

Carmack wrote: Lawyers are still skittish about the patent issue around "Carmack's reverse", so I am going to write some new code for the doom3 release.
r00k
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Re: Doom 3 engine release and game code

Post by r00k »

ie, Carmack's reverse Revenge!
Barnes
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Re: Doom 3 engine release and game code

Post by Barnes »

leileilol wrote: id Tech 4 games handle audio using OpenAL
Software audio or OpenAL+EAX4.
mh
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Re: Doom 3 engine release and game code

Post by mh »

Pretty much confirmed that we're getting a rewritten shadow volume implementation. :D
Going back in and doing a little work on Doom 3 for the GPL release, I immediately missed persistant-across-runs console history.
Take that, Creative! :twisted:
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
revelator
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Re: Doom 3 engine release and game code

Post by revelator »

in da face :lol:
Productivity is a state of mind.
mh
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Re: Doom 3 engine release and game code

Post by mh »

this demonstrates the idiocy of the patent -- the workaround added four lines of code and changed two
:lol: :lol: :lol: :lol: :lol:
We had the power, we had the space, we had a sense of time and place
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revelator
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Re: Doom 3 engine release and game code

Post by revelator »

hehe nice going mr carmack :mrgreen:
Productivity is a state of mind.
r00k
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Re: Doom 3 engine release and game code

Post by r00k »

hope the new GPL shadow code has radiosity (fuzzy edges depending the distance from the occluder)...
Spike
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Re: Doom 3 engine release and game code

Post by Spike »

that's penumbra, which is totally unfeasable with stencil shadows of any form (where the light source is not an infinitely small point, where surfaces can see different amounts of the bulb/filament based upon how obscured it is).

radiosity is light bouncing off surfaces and lighting up other surfaces that are not in line of sight of any part of the light (being able to see the inside/roof of a building despite the sun being outside and above the top of the windows).
hogsy
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Re: Doom 3 engine release and game code

Post by hogsy »

r00k wrote:hope the new GPL shadow code has radiosity (fuzzy edges depending the distance from the occluder)...
Certianly not! He's just using a different method to get around the patent problem, he's not doing a huge overhaul of the shadow code. :roll:
mh
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Re: Doom 3 engine release and game code

Post by mh »

I guess that proper shadow mapping will be an early addition to the engine. I won't be the one doing it (I'll be porting to D3D9 and probably not going much further) but I'd be surprised if we didn't see at least a first cut relatively quick.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
revelator
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Re: Doom 3 engine release and game code

Post by revelator »

Probably going to be loads of that shortly :) though my main issue is fixing the widescreen detection i look forward to what people might do with it.
Productivity is a state of mind.
leileilol
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Re: Doom 3 engine release and game code

Post by leileilol »

dx6 doom3 plz
i should not be here
mh
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Re: Doom 3 engine release and game code

Post by mh »

leileilol wrote:dx6 doom3 plz
Something like that was another idea I was interested in maybe last year, but now I'm more inclined to take fuller advantage of more modern hardware with it. I don't really have much interest in struggling with the fixed pipeline any more, TBH, and doubt I'll ever do any fixed pipeline code again.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
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