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InsideQC Forums • View topic - Doom 3 engine release and game code

Doom 3 engine release and game code

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Re: Doom 3 engine release and game code

Postby mh » Wed Nov 16, 2011 12:09 am

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.
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Re: Doom 3 engine release and game code

Postby raynorpat » Wed Nov 16, 2011 2:28 am

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Re: Doom 3 engine release and game code

Postby r00k » Wed Nov 16, 2011 3:35 am

ie, Carmack's reverse Revenge!
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Re: Doom 3 engine release and game code

Postby Barnes » Wed Nov 16, 2011 12:21 pm

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Re: Doom 3 engine release and game code

Postby mh » Thu Nov 17, 2011 1:33 am

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Re: Doom 3 engine release and game code

Postby revelator » Thu Nov 17, 2011 5:14 am

in da face :lol:
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Re: Doom 3 engine release and game code

Postby mh » Thu Nov 17, 2011 7:29 pm

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Re: Doom 3 engine release and game code

Postby revelator » Fri Nov 18, 2011 6:19 am

hehe nice going mr carmack :mrgreen:
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Re: Doom 3 engine release and game code

Postby r00k » Fri Nov 18, 2011 7:05 am

hope the new GPL shadow code has radiosity (fuzzy edges depending the distance from the occluder)...
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Re: Doom 3 engine release and game code

Postby Spike » Fri Nov 18, 2011 8:58 am

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).
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Re: Doom 3 engine release and game code

Postby hogsy » Fri Nov 18, 2011 2:05 pm

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Re: Doom 3 engine release and game code

Postby mh » Fri Nov 18, 2011 8:34 pm

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.
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Re: Doom 3 engine release and game code

Postby revelator » Sat Nov 19, 2011 12:26 am

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.
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Re: Doom 3 engine release and game code

Postby leileilol » Sat Nov 19, 2011 1:00 am

dx6 doom3 plz
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Re: Doom 3 engine release and game code

Postby mh » Sat Nov 19, 2011 1:43 pm

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