Search found 54 matches

by nbohr1more
Tue Jul 10, 2012 12:16 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462319

Re: Doom 3 engine release and game code

Yeah, Justin Marshall's code is probably too alien to integrate into a "vanilla" branch of Doom 3.

He's trying to tackle next-gen paradigms in a similar fashion to RAGE or some of the other
Virtual Texture \ Virtual Normals \ Virtual Geometry? It's a forward looking approach
but has a lot of ...
by nbohr1more
Thu Jul 05, 2012 6:44 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462319

Re: Doom 3 engine release and game code

If you are looking for a true integration of Sikkmod features into the Id Tech 4 source code,
Sikkpin's WIP Git repo can be found here:

https://github.com/Sikkpin/Feedback
by nbohr1more
Tue Jul 03, 2012 3:01 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462319

Re: Doom 3 engine release and game code

Alright.

Lets start here:

http://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!

http://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!#Creating_a_Light

http://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!#Resizing_a ...
by nbohr1more
Mon Jul 02, 2012 11:35 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462319

Re: Doom 3 engine release and game code

AF editor (ragdolls), Sounds editor, GUI editor, Lights editor and something else (I think Scripts/Def editor) was not re-created by DarkMod folks. DarkRadiant only has particle editor and material highlighter and real-time preview. That's all.

Dhewm3 branch folks were asking if someone can ...
by nbohr1more
Tue Dec 13, 2011 11:08 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462319

Re: Doom 3 engine release and game code

Looks like the matter of hierarchical-z behavior in Doom 3 is far from a clear matter even for the luminaries over at Beyond3D:

http://forum.beyond3d.com/showthread.php?t=12535

...with the latest (from a member who is believed to be an ATI insider) clarifying the issue as best as allowed?

ATI ...
by nbohr1more
Tue Dec 13, 2011 9:55 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462319

Re: Doom 3 engine release and game code

Doom 3 doesn't use branching in it's shaders, but there are a few other tricks you can do to simulate branching, like the MAX and MIN instructions.

Big problem with dynamic branching simulation using alpha test or stencil test is that it won't work with early-Z rejection as it depends on the ...
by nbohr1more
Mon Dec 12, 2011 12:29 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462319

Re: Doom 3 engine release and game code

Thanks for the feedback.

I've always thought Humus was one of the best at squeezing performance out of ATI hardware so it's a little surprising to hear his implementation wouldn't fare favorably.

(I guess it's easy to pull good FPS in these types of demos. )

I am still more curious about that ...
by nbohr1more
Sun Dec 11, 2011 6:58 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462319

Re: Doom 3 engine release and game code

Not to spam this thread with tech demos (etc)... but what do you think of Humus's "Shadows that Rock" implementation for Shadow Mapping?

http://www.humus.name/index.php?page=3D&ID=28
by nbohr1more
Fri Dec 09, 2011 7:07 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462319

Re: Doom 3 engine release and game code

What do you think of this ATI paper about using Render to Vertex Buffer (R2VB) for dynamic shadow volume creation on the GPU (amongst other things) for DX10 style rendering on DX9 hardware:

http://www.csee.umbc.edu/~olano/s2006c0 ... ermann.pdf

???