Search found 27 matches

by raynorpat
Tue Nov 29, 2011 1:49 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462312

Re: Doom 3 engine release and game code

You guys should also take advantage of GL_ARB_depth_clamp.
by raynorpat
Sat Nov 26, 2011 10:40 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462312

Re: Doom 3 engine release and game code

Working on a GLSL backend:

Image

btw, has anyone checked out draw_exp.cpp? :)
by raynorpat
Wed Nov 23, 2011 7:20 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462312

Re: Doom 3 engine release and game code

@r00k: needs the 1.3.1 patch

unfortunately it also seems the typelib exe is hardcoded to look for the doom folder on the root of the hard drive to generate headers from the scripts, kinda like how qbsp is hardcoded to look for the quake folder off the root of the hard drive.
by raynorpat
Tue Nov 22, 2011 11:09 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462312

Re: Doom 3 engine release and game code

It's out now.

:D
by raynorpat
Wed Nov 16, 2011 2:28 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462312

Re: Doom 3 engine release and game code

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.
by raynorpat
Tue Nov 15, 2011 3:50 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462312

Re: Doom 3 engine release and game code

Carmack tweeted a few weeks ago that it's basically up to the lawyers at this point.

Maybe this Christmas perhaps?
by raynorpat
Tue Nov 15, 2011 3:47 am
Forum: Engine Programming
Topic: Adding Q3 map support to Xash3d(Goldsrc clone)
Replies: 6
Views: 2149

Re: Adding Q3 map support to Xash3d(Goldsrc clone)

You'd have to worry about not only how you traverse the bsp in the refresh code, but also the collision and server code.

sv_world, sv_model, r_surf, r_model, and pmovetst would be your new bestest friends.

EDIT: After I thought about it, I think looking at FTEQW would be much closer to stock QW ...
by raynorpat
Mon Aug 29, 2011 1:34 am
Forum: OpenGL Programming
Topic: Batching and Sorting
Replies: 6
Views: 6684

That's a well written summary, Thanks. :)
by raynorpat
Sun Aug 28, 2011 11:44 pm
Forum: OpenGL Programming
Topic: Batching and Sorting
Replies: 6
Views: 6684

Batching and Sorting

Hey, all. I've been working on porting the Quake renderer to OpenGL ES 2

As it stands right now, it's a clean port, using vertex array's in all areas, along with simple GLSL shaders to fill in for the loss of the fixed-function pipeline.

Speed is good of course on my PC, but for the platform's ...
by raynorpat
Wed Jun 01, 2011 8:03 pm
Forum: Quake Events
Topic: Quake Expo 2011
Replies: 164
Views: 173209

I will be there, hopefully releasing some qw code and doing a quick mod for quake2.
by raynorpat
Tue Feb 26, 2008 12:43 am
Forum: QuakeC Programming
Topic: Frikbot / QW
Replies: 24
Views: 10235

zquake has support for frikbots