Search found 27 matches
- 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.
- 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:

btw, has anyone checked out draw_exp.cpp?

btw, has anyone checked out draw_exp.cpp?
- 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.
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.
- 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.

- 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.
- Tue Nov 15, 2011 11:38 am
- Forum: Engine Programming
- Topic: Adding Q3 map support to Xash3d(Goldsrc clone)
- Replies: 6
- Views: 2149
- 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?
Maybe this Christmas perhaps?
- 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 ...
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 ...
- Mon Aug 29, 2011 1:34 am
- Forum: OpenGL Programming
- Topic: Batching and Sorting
- Replies: 6
- Views: 6684
- 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 ...
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 ...
- Wed Jun 01, 2011 8:03 pm
- Forum: Quake Events
- Topic: Quake Expo 2011
- Replies: 164
- Views: 173209
- Tue Feb 26, 2008 12:43 am
- Forum: QuakeC Programming
- Topic: Frikbot / QW
- Replies: 24
- Views: 10235