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InsideQC Forums • View topic - Quake engine differences?

Quake engine differences?

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Quake engine differences?

Postby daemonicky » Thu Jun 16, 2011 8:11 am

Think, touch, movetype, solid, traceline ...
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Postby andrewj » Thu Jun 16, 2011 8:41 am

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Postby daemonicky » Thu Jun 16, 2011 1:56 pm

Thanks. :)

Does this mean it has something similar to Quake C :?:

I read about and is seems to me as pretty much marketing. It has been done before and :) .
- It can have seme benfit but if many artists would be playing with one texture ... it might produce a mess, unless they would have tool like some online drawing board, which allows more people to draw image at once online ( http://www.dabbleboard.com/draw I hope this one will work fine).
- It seems to me that there is a claim that megatexture allows large open areas. Well, it does not, it only allows simpler texture creation for them. AFAIU quake engines are not good for outside areas because they use polygons to determine visibility (polygons are recursively classified by one polygons plane into binary tree) instead of areas (some games use octrees) or heightmap (I guess Oblivion uses heightmap); there can be many polygons. On the other hand ... is Quake's BSP tree balanced :?:

id Tech 6 uses voxels? :) Voxels are something what Ken Silverman, author of Build Engine (Duke 3D, Blood ...), has been working with for a longe time. He made and there is a .
Think, touch, movetype, solid, traceline ...
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Postby Ranger366 » Thu Jun 16, 2011 2:15 pm

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Postby dreadlorde » Thu Jun 16, 2011 2:19 pm

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Re: Quake engine differences?

Postby Irritant » Thu Jun 16, 2011 2:57 pm

http://red.planetarena.org - Alien Arena and the CRX engine
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Postby revelator » Thu Jun 16, 2011 3:19 pm

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Postby ArchAngel » Thu Jun 16, 2011 3:32 pm

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Postby mh » Thu Jun 16, 2011 5:31 pm

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Postby r00k » Thu Jun 16, 2011 6:34 pm

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Postby revelator » Thu Jun 16, 2011 10:46 pm

heavy metal FAKK there it was :)

as for american mc'gees im not certain i got the game so i could find out ;)

megatexture is a whole lot more than just a huge texture (and it is huge) to render a megatexture without streaming and compression would require a supercomputer with an enormous amount of ram (read an article about it some time back).

one of the truely nice things about the format is that you can embed certain things in this megateture like info bsp formats normally holds.
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Postby daemonicky » Fri Jun 17, 2011 3:35 pm

Think, touch, movetype, solid, traceline ...
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Postby ArchAngel » Fri Jun 17, 2011 4:41 pm

As I understand it a texture atlas is uploaded to the card as a single texture and then used to texture a mesh by selecting subsections of the texture in memory.

Megatexture streams the texture directly from the disk in to memory in manageable chunks. This way you can have a single texture at 1GB in size able to be displayed on a graphics card with only 32MB of memory. Only the relevant texture data is maintained in the graphics cards VRAM whilst the rest is stored either in a cached state in the system memory or still on disk.

Megatexture is kinda like a Tardis for graphics... it's bigger on the inside.
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Postby revelator » Fri Jun 17, 2011 5:27 pm

i think one of the best examples i can give of the megatexture is that the world you normally see in a game actually consists of several smaller pictures (rough example look at how skyboxes are made) megatextures only need one image and to keep your ram from blowing up it only shows the relevant parts of that image (the stuff you look at).

so how is that better well consider you have a quake engine with one of the texture packs. hundreds and more images get loaded into memory each time your view changes which is quite horrible speedwise and also stresses memory alot. megatexture only needs to keep the same image in memory resulting in some substantial speed gains and less stress on hardware.

to visualize just how many operations run through the texture loader in a short time take an engine with mms (tomazquake realm telejano) run your game for a few seconds then open the mss.log in notepad and watch the rocky horror show :P i can allready say with 99.9999% certainty that about 95% of the engine memory operations are from loading textures :)
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Postby Irritant » Fri Jun 17, 2011 11:03 pm

http://red.planetarena.org - Alien Arena and the CRX engine
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