Doom 3 source code after Rage release in october!

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revelator
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Post by revelator »

to make it totally unfair ... doom3 runs on a voodoo2 (with a few modifications) and its not even slow... 30 fps i think that rather settles that.

and no im not pumping my voodos by running it on a machine with a cpu that can take the heavy payload :) PIII 500 mhz.

ok its not one voodoo2 but 2 in sli but still hehe.

for comparison trying that with darkplaces crashes my old pc with out of resources message :/

still darkplaces does it quite well with the media at hand but quake was newer ment to run like that.

as for X-Real i agree that it should have had more followers the engine is rather nice, it can be made to play allmost anything. still its mostly quiet on the site.
Irritant
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Post by Irritant »

reckless wrote:still darkplaces does it quite well with the media at hand but quake was newer ment to run like that.
DP has md5 support(or at least comparable formats), and can run q3bsp maps(maybe others too?). So I don't think that DP is hampered by being limited to Q1 content, so a reasonably accurate comparison can certainly be made.

The reason I suggest the DP might run faster is that DP incorporates some more modern rendering techniques that what Carmack may have been using back in 2002-2003(I'll wait to actually see the code to know for sure).
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revelator
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Post by revelator »

only with quake newer said it might be slower with say Q3 bsp's :)

for a good laugh and those who still own an old voodoo2 heres the patch.

http://www.voodoo.zarovka.com/

btw on a newer machine say a p4 3.3 ghz the voodoos can actually run it at allmost 60 fps :shock:

ok it looks like crap since you have to run it in low detail but funny non the less :)
mh
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Post by mh »

Irritant wrote:
reckless wrote:still darkplaces does it quite well with the media at hand but quake was newer ment to run like that.
DP has md5 support(or at least comparable formats), and can run q3bsp maps(maybe others too?). So I don't think that DP is hampered by being limited to Q1 content, so a reasonably accurate comparison can certainly be made.

The reason I suggest the DP might run faster is that DP incorporates some more modern rendering techniques that what Carmack may have been using back in 2002-2003(I'll wait to actually see the code to know for sure).
I've run Doom 3 through GLIntercept and had a peek at what it does behind the scenes. Everything is really quite up to date, with the only really old thing it uses being asm shaders. Otherwise it's almost all VBOs (there are some standard vertex arrays too) with glDrawElements. It does use 32-bit indexes which would punt older hardware back to software emulation in that part of the pipeline, but so does DP so that one's nill-all. It also uses a normalization cubemap, whereas nowadays you'd do that in shader code. But that's much of a muchness, and the cubemap may even be faster on some hardware.

That aside, there's no immediate mode in there at all. It's renderer first unbinds all buffers, then goes through an initial pass of updating all dynamic VBOs that will be used that frame (via glBuffer(Sub)Data, not glMapBuffer), then clears and does some initial setup, and finally does batches of glLoadMatrixf/state setting/glDrawElements.

A typical draw batch is:

Code: Select all

glLoadMatrixf([1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000,0.000000,0.000000,0.000000,0.000000,1.000000])
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB,5,[0.000000,0.000000,0.000000,1.000000])
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB,6,[0.000000,0.000000,0.000000,0.000000])
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB,7,[0.000000,0.000000,0.000000,0.000000])
glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB,8,[0.000000,0.000000,0.000000,0.000000])
glBindBufferARB(GL_ARRAY_BUFFER,1024)
glVertexPointer(3,GL_FLOAT,60,0x1d010)
glTexCoordPointer(2,GL_FLOAT,60,0x1d01c)
glColor4fv([1.000000,0.000000,0.000000,1.000000])
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,0)
glDrawElements(GL_TRIANGLES,198,GL_UNSIGNED_INT,0xea2f370)
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leileilol
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Post by leileilol »

qbism wrote:Why did Xreal never really gain momentum?
Unstable, terribly slow, and only ran on Nvidia cards. It's Tenebrae for Q3 pretty much.
reckless wrote: btw on a newer machine say a p4 3.3 ghz the voodoos can actually run it at allmost 60 fps :shock:
On machines like that you'd really have to cool the voodoo2 very much because it's a card that scales very much upward in performance. It can put out a lot of heat and it never came with a fan or a heat spreader/sink.

What you should really see is Doom3 on PCX2.....
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revelator
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Post by revelator »

latest version of xreal seems to run on ati also :) but yeah its a bit unstable though if it had gained any momentum those bugs may have been squashed by now :/

and aye the voodoos do get seriously hot when pumped like that so i mounted some coolers on them some years back :)
frag.machine
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Re: Doom 3 source code after Rage release in october!

Post by frag.machine »

Okay, Rage is gold now.
Prepare for some Doom 3 source code soon... :D
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
frag.machine
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Re: Doom 3 source code after Rage release in october!

Post by frag.machine »

ZOMG! Check this easter egg into Rage!
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
revelator
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Re: Doom 3 source code after Rage release in october!

Post by revelator »

hehe neat :)
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Re: Doom 3 source code after Rage release in october!

Post by mankrip »

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revelator
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Re: Doom 3 source code after Rage release in october!

Post by revelator »

noticed the sky in rage they look cool but seem static i guess ID focussed more on other parts :/
on a plus side its seriously detailed if your gfx card can handle 1.5 gig texture caches (most middleware gfx cards today) i use an msi nx560 gtx hawk and it handles it quite well :) besides only having 1 gig of texture memory on card, then again i got 24 gig of ram in my machine hehe.

looking forward to the Doom 3 source.
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