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Re: Doom 3 engine release and game code

Posted: Wed Nov 16, 2011 12:09 am
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.

Re: Doom 3 engine release and game code

Posted: Wed Nov 16, 2011 2:28 am
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.

Re: Doom 3 engine release and game code

Posted: Wed Nov 16, 2011 3:35 am
by r00k
ie, Carmack's reverse Revenge!

Re: Doom 3 engine release and game code

Posted: Wed Nov 16, 2011 12:21 pm
by Barnes
leileilol wrote: id Tech 4 games handle audio using OpenAL
Software audio or OpenAL+EAX4.

Re: Doom 3 engine release and game code

Posted: Thu Nov 17, 2011 1:33 am
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:

Re: Doom 3 engine release and game code

Posted: Thu Nov 17, 2011 5:14 am
by revelator
in da face :lol:

Re: Doom 3 engine release and game code

Posted: Thu Nov 17, 2011 7:29 pm
by mh
this demonstrates the idiocy of the patent -- the workaround added four lines of code and changed two
:lol: :lol: :lol: :lol: :lol:

Re: Doom 3 engine release and game code

Posted: Fri Nov 18, 2011 6:19 am
by revelator
hehe nice going mr carmack :mrgreen:

Re: Doom 3 engine release and game code

Posted: Fri Nov 18, 2011 7:05 am
by r00k
hope the new GPL shadow code has radiosity (fuzzy edges depending the distance from the occluder)...

Re: Doom 3 engine release and game code

Posted: Fri Nov 18, 2011 8:58 am
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).

Re: Doom 3 engine release and game code

Posted: Fri Nov 18, 2011 2:05 pm
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:

Re: Doom 3 engine release and game code

Posted: Fri Nov 18, 2011 8:34 pm
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.

Re: Doom 3 engine release and game code

Posted: Sat Nov 19, 2011 12:26 am
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.

Re: Doom 3 engine release and game code

Posted: Sat Nov 19, 2011 1:00 am
by leileilol
dx6 doom3 plz

Re: Doom 3 engine release and game code

Posted: Sat Nov 19, 2011 1:43 pm
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.