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Doom 3 engine release and game code

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Re: Doom 3 engine release and game code

Postby qbism » Wed Sep 05, 2012 4:56 pm

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Re: Doom 3 engine release and game code

Postby revelator » Wed Sep 05, 2012 6:02 pm

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Re: Doom 3 engine release and game code

Postby Hexmare » Thu Sep 06, 2012 4:20 pm

Hello all ,
well add another head to the collective of work on this engine. I have forked Reckless' repo on github and am currently going through the original code vs all of the updates trying to wrap my head around this engine and how it does things. After shaking the rust off my c++ hopefully I will be able to contribute to the effort. Cheers to all involved great work so far.

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Re: Doom 3 engine release and game code

Postby revelator » Thu Sep 06, 2012 4:26 pm

Welcome to the battle :) heh maybe we should pester frika to make a Doom3 subsection :lol:
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Re: Doom 3 engine release and game code

Postby Hexmare » Thu Sep 06, 2012 4:32 pm

I know right ,
one thing that I have come across , especially with the whole ARB shader issue. ( No I am NOT opening that can of worms )

Since we have concerns of getting truly GPL safe ARB shaders , ( hence the whole interest in GLSL backend ) here are some things that I have come across.

it seems that a long while back ATI produced a tool to convert from hlsl/glsl to ARB.
http://www.pascalgamedevelopment.com/sh ... nt-shaders

digging through the link above , I found the actual download for ASHLI from ati which is the conversion tool .

http://developer.amd.com/Resources/arch ... fault.aspx

* grins *

Now I havent tested this yet on current systems ( given that this was last updated in 2005 ) but it could be * part * of the arb shader solution in the short term.


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Re: Doom 3 engine release and game code

Postby revelator » Thu Sep 06, 2012 7:36 pm

Hehe nice find :)
Mh's shared path ARB/GLSL backend should also be able to get us around most issues with non gpl shaders (his version only does the interaction part atm but can probably be expanded upon and it looks really close to original Doom3 ARB shaders).

Hmm the tool supports from R300 ATI to NV40 Nvidia so ya its rather old but it might be a good starting point.
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Re: Doom 3 engine release and game code

Postby revelator » Thu Sep 06, 2012 7:53 pm

Found this which might also be usefull. A shader editor with realtime view like ahsli.

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Re: Doom 3 engine release and game code

Postby Hexmare » Thu Sep 06, 2012 9:06 pm

great find on that one,

yeah between the two we should be in like flint . I did run ashli here on my work notebook , which has a Nvidia gt330m series graphics card, and all ran well. I would assume that the shaders * should * work. Now its just a matter of taking the stock shaders , and replacing them with with ones generated from ashli and see what happens. hmmmm I wonder if I can smoke test a graphics card this way (jk).....


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Re: Doom 3 engine release and game code

Postby revelator » Thu Sep 06, 2012 10:01 pm

ahsli also runs fine on my gtx 560 allthough newer extensions might prove problematic.
tried running mh's shader through shadermaker and it works fine :) so for newer extensions shadermaker might have an edge, both tools are usefull though.
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Re: Doom 3 engine release and game code

Postby Hexmare » Fri Sep 07, 2012 12:30 am

Sweet. Once i get the kiddos in bed i will be futzing with some shaders
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Re: Doom 3 engine release and game code

Postby revelator » Fri Sep 07, 2012 12:31 am

Bug report for MH.

The new Sys_Milliseconds breaks timedemo badly. Crashes :/

I suspect that Doom3 cannot handle high resolution timing without the adjustments from timeBeginPeriod/timeEndPeriod when doing timedemo.
It also causes micro stuttering im afraid cause after i reverted to the old function its been running somewhat more fluently.

edit sweet hell this was also what caused the ATI bug :shock: i just tried it on an old radeon and it runs like its paid for it.
something tells me we have to not assume that the same fixes that work for Quake will also work for Doom3 :?
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Re: Doom 3 engine release and game code

Postby revelator » Fri Sep 07, 2012 10:30 am

Hmm read up on timeBeginPeriod/timeEndPeriod and i was right, they do indeed set the resolution on timeGetTime and also on Sleep which are not normally high precision but with these they are and the value you pass them is actually correct.

Could probably optmize the old versions code some though.
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Re: Doom 3 engine release and game code

Postby kempie » Fri Sep 07, 2012 11:31 am

Hopefully a simple quesion that doesn't divert this thread too much

Is there any Doom3 port that is directed at improved performance on more modest hardware (ATI laptop graphics) rather than adding additional bells and whistles?

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Re: Doom 3 engine release and game code

Postby revelator » Fri Sep 07, 2012 12:02 pm

Most of the ports are actually going in that direction unless you mean for older cards ?.
One of the biggest problems with Doom3 today is that it performs rather lousy on modern gfx cards (still a lot of work going on on the cpu instead of on the gfx card).
Scary example Doom3 actually runs faster on my ass old radeon 100 (yes thats the first radeon with transform and lighting) than on my 2 560 gtx in sli go figure :)
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Re: Doom 3 engine release and game code

Postby kempie » Fri Sep 07, 2012 1:25 pm

Oh - that's great news and thanks for taking the time to answer. Do you have any suggestions for a good engine to just jump in and play? In case it makes any difference I have an AMD laptop running a Radeon 6480.

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