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InsideQC Forums • View topic - What are you working on?

What are you working on?

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Re: What are you working on?

Postby leileilol » Wed May 09, 2012 12:05 am

DP was never slow for me. I upgraded from a GeforceFX a long time ago.

DP's deferred rendering + shadowmapping = very very fast :) even the software renderer is quick.

Also we should be using/supporting IQM more. DP's iqm support is perfect and is fully supported, and i'd still use .framegroups anyway
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Re: What are you working on?

Postby toneddu2000 » Wed May 09, 2012 7:26 am

yeah I like iqm too, it's really complete, but, at least for me, the only problem is that it "scrambles" animations strips order, even with framegroup file. But maybe is a problem of the stupid quakec code I created to move characters! :)
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Spike » Wed May 09, 2012 7:52 am

.
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Re: What are you working on?

Postby Baker » Wed May 09, 2012 8:33 am

Google is doing some pretty fine work in the courts to establish "freedom".

Google being an information company is kind of aligned with sensible fair-use laws, reasonable and common sense interpretations of various laws and have the financial backing to do it in the courts with great legal counsel.

The Oracle thing is one example. Google has fought RIAA/MPAA silly wannabee interpretations of copyright in relationship to YouTube. Obviously they have been to the courthouses several times on things like "fair use" or how linking to files or within a web site is just part of the internet.

The deal going on with Oracle is a bit silly, a programming language is not a creative work and if it is, what about compilers :D

Either way, Google is getting some great case-law into at least the US legal system. I can't say I know too much about silliness it has had to deal with in Europe. Same story with Wikipedia helping more sensible interpretations of law and establishing precedent. Google does have financial incentive for reasonable interpretations of IP law, obviously, but they keep moving the bar forward and with a great deal of case-law established, judges have existing legal decisions they can look to for guidance.
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Re: What are you working on?

Postby Baker » Wed May 09, 2012 10:13 am

-------

I've been mapping lately. Trying to figure out exactly what I "hate" about trying to natively use replacement textures through the Quake map format.

And converting textures like with something like textures2quake interferes with natural "make stuff on a whim" trains of thought.

What I would like to be able to do is have a few folders of textures sitting around that I can click something and it updates a few WAD files and creates appropriate pak files of replacement textures. So all you are really doing is using whatever image editor you like and those images automagically find their way into WAD files and into a replacement texture paks in the quake folder.

I don't even like opening, say, TexMex and importing images into a WAD. That doesn't feel spontaneous. I'd like to just be to copy an image in an image editor, modify it or whatever or make a new one, save it and more or less some automatic brainless zero-effect process handles things from there.
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Re: What are you working on?

Postby goldenboy » Wed May 09, 2012 10:28 am

toneddu2000: Radiant is very usable for small indie teams / unpaid teams to make that level of game. Crysis isn't really an apt comparison since a small team will not have the resources to make Crysis anyway. While you can't use radiant to make Crysis, you can use radiant to make good games. :wink:

Regarding engine performance, I recommend to "timedemo demo2" various engines if you're interested and compare, it's not rocket science.
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Re: What are you working on?

Postby mh » Wed May 09, 2012 9:51 pm

Of the demos...

demo1 is the particle monster. It's capable of spawning maybe twice as much (coupla years since I did counts so can't remember) particles as the others.
demo2 has underwater effects that may skew the result depending on how the engine handles underwater stuff
demo3 is good for dynamic lights; lots of them going off.

None of them are good as an absolute benchmark. They all serve to measure different things, and depending on where an engine's primary bottleneck is you may get wildly different results with each. Do all 3 and get a more balanced biewpoint. Also recommend the big open scene when you come out of the first cave in Marcher Fortress for benching brush and brushmodel performance, ne_tower is a good engine crusher for somewhat general stuff, nothing (outside of some - as yet - unreleased RMQ maps) is good for real dynamic light benchmarking.
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Re: What are you working on?

Postby WickedShell » Thu May 10, 2012 2:28 am

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Re: What are you working on?

Postby Spike » Thu May 10, 2012 11:03 am

Actually, in vanilla quake (end even fte it seems), the number of particles is dependant upon framerate, as their rate of decay/change is in realtime, not demo time. The higher your framerate, the more particles at once, and the more time (proportionally) the particles will take to process.
This is a bigger issue with NQ demos than QW demos, due to multicast at least culling a few in QW.

demo2 generally isn't the best demo to use for benchmarking general performance, but it is good for peek performance due to its simplicity. Peek performance should not be the reason you'd use an engine.

If you want to benchmark an engine properly, you should play the demo normally and compare the slowest frame. :P
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Re: What are you working on?

Postby ceriux » Thu May 10, 2012 3:43 pm

speaking of particles and probably really off topic, i really like quakes square particles i think the round really look like crap, same with the more "modern" ones who look like exploded glowing jello.
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Re: What are you working on?

Postby mh » Thu May 10, 2012 7:50 pm

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Re: What are you working on?

Postby Baker » Fri May 11, 2012 9:33 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: What are you working on?

Postby qbism » Fri May 11, 2012 5:02 pm

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Re: What are you working on?

Postby r00k » Sat May 12, 2012 6:05 am

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Re: What are you working on?

Postby leileilol » Sat May 12, 2012 11:14 am

really overdone muzzleflashes
Image
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