Search found 15 matches
- Sun May 08, 2016 9:46 am
- Forum: General Discussion
- Topic: Storm Engine 2 (modified Doom 3 BFG) source code is public
- Replies: 16
- Views: 9442
Re: Storm Engine 2 (modified Doom 3 BFG) source code is publ
Unfortunately I had no time to work on id tech during the last 2 months. I only did a quick look into the code using a diff tool. However I already liked the renderdemo/record changes. It seems that a lot of the changes are made by LH. There is definitely a lot of cool stuff that is worth to be merg...
- Fri Apr 22, 2016 9:35 am
- Forum: General Discussion
- Topic: Storm Engine 2 (modified Doom 3 BFG) source code is public
- Replies: 16
- Views: 9442
Re: Storm Engine 2 (modified Doom 3 BFG) source code is publ
Cool thanks. I really need to get more time to work RBDOOM again.
- Thu Apr 21, 2016 9:34 am
- Forum: General Discussion
- Topic: Storm Engine 2 (modified Doom 3 BFG) source code is public
- Replies: 16
- Views: 9442
Re: Storm Engine 2 (modified Doom 3 BFG) source code is publ
Yeah many of the changes are very useful. It would also be nice if you could add the renderprogs/*.pixel and *.vertex shaders. You only uploaded translated GLSL output however that output varies with my renderer depending on which OpenGL version is targeted. The source shaders would help the migrati...
- Tue Apr 19, 2016 8:36 am
- Forum: General Discussion
- Topic: Storm Engine 2 (modified Doom 3 BFG) source code is public
- Replies: 16
- Views: 9442
Re: Storm Engine 2 (modified Doom 3 BFG) source code is publ
Thanks for publishing the code. I will merge back some fixes and probably the MFC tools work into RBDOOM-3-BFG.
- Mon Mar 23, 2015 9:15 pm
- Forum: Engine Programming
- Topic: Best engine for lot's of entities?
- Replies: 6
- Views: 1815
Re: Best engine for lot's of entities?
There was a discussion about RBDOOM-3-BFG running 300 zombies. http://idtechforums.fuzzylogicinc.com/index.php?topic=198.0 I had really big problems in XreaL with the Q3A netcode when dealing with many entities. The constant updates from the client game to the renderer completely suck with the Q3A a...
- Sat Mar 07, 2015 2:37 pm
- Forum: Engine Programming
- Topic: Finally nailed how to capture and render the depth buffer
- Replies: 8
- Views: 2448
Re: Finally nailed how to capture and render the depth buffe
Couldn't you just rip the _currentDepth code from the BFG renderer?
- Sat Mar 07, 2015 11:33 am
- Forum: OpenGL Programming
- Topic: Khronos unveils Vulkan: OpenGL built for modern systems
- Replies: 8
- Views: 6004
Re: Khronos unveils Vulkan: OpenGL built for modern systems
Actually I can't wait to see how the BFG renderer will perform with a Vulkan backend. I agree with mh in all aspects. Vulkan is potentially great.
- Sun Feb 15, 2015 1:35 pm
- Forum: Mapping
- Topic: Using Blender to make Quake 3 maps
- Replies: 29
- Views: 20260
Re: Using Blender to make Quake 3 maps
Thanks for the link. I have been thinking about replacing the Doom 3 Radiant entirely with a new Blender workflow.
I still need to find a way to expose the entityDef entity key value pairs to the Blender GUI.
I still need to find a way to expose the entityDef entity key value pairs to the Blender GUI.
- Sat May 24, 2014 8:26 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6120149
Re: What are you working on?
As for anyone using the BFG source for modding i havent seen anything yet, but in time it might come. Kot in Action team, with their Phaeton: Aurora's Journey seems to use BFG engine but their YouTube page is a little outdated and I didn't see any dev blog about using this engine for new games. Iod...
- Sat May 24, 2014 8:19 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6120149
Re: What are you working on?
I found some people who are left from the D3W community. They are located at http://www.moddb.com/members/thehappyfriar/blogs/doom3world/ and http://idtechforums.fuzzylogicinc.com reckless I don't have a lot of time to merge stuff by other people. Github really helps to collaborate. I already merged...
- Fri May 23, 2014 12:21 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6120149
Re: What are you working on?
Please use git and make a pull request.
- Thu May 22, 2014 1:32 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6120149
Re: What are you working on?
Looks good :) also nice to see that you fixed the missing bink code with ffmpeg. One small problem im facing is that the game window sorta flickers (not the usual flickering it kinda jumps up and down a few times after koading). My cards are 2x ATI R9 270X with latest driver, might be a driver bug ...
- Wed May 21, 2014 8:25 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6120149
Re: What are you working on?
It is partially based on my previous Q3A/XreaL stuff and Carmack's early shadow mapping research that was released in the Doom 3 GPL code. However the Doom 3 GPL release didn't contain the necessary ARB assembly shaders but the BFG .resources did. I was able to reconstruct the missing parts in C for...
- Wed May 21, 2014 9:23 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6120149
Re: What are you working on?
Well 99% of the feedback is that the people who play Doom 3 like it and find it awesome. The option r_forceShadowMapsOnAlphaTestedSurfaces 1 actually makes the game darker but it was requested by one of the active D3 modders and I kept it in because it looks better and plays nicely with the fake sha...
- Sat May 17, 2014 10:04 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6120149
Re: What are you working on?
I have added soft shadow mapping to the Doom 3 BFG edition recently.
You can get it from https://github.com/RobertBeckebans/RBDO ... G/releases
old hard stencil shadows
new soft shadow mapping
You can get it from https://github.com/RobertBeckebans/RBDO ... G/releases
old hard stencil shadows
new soft shadow mapping