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Doom 3 engine release and game code

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Re: Doom 3 engine release and game code

Postby anonreclaimer » Sun Aug 11, 2013 3:12 am

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Re: Doom 3 engine release and game code

Postby revelator » Sun Aug 11, 2013 3:49 am

Im not opposed to the BFG source at all :) but it has some drawbacks like missing video rendering code because id used a propriarity model (bink) granted in time that can be fixed but atm im sticking to my guns :P.

Does not hurt to have a very updated version of the Vanilla code either :) that way people with mods built for it will not be left out.
Sure we could recreate those mods with BFG if the authors released the code, sadly a lot of them have not.

To toplle it of a lot of modders dislike id's move to statically linked game code :/

still fighting with dhewm3 it builds with the threading code but nothing happens :shock: i can see it running in the process manager though and its not crashing so i suspect it somehow wreaks havoc on SDL's internal threading.
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Re: Doom 3 engine release and game code

Postby revelator » Sun Aug 11, 2013 5:26 am

Hmm dhewm is stubborn it seems but heres the latest build with OpenMP support.



Let me know how it runs for you.
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Re: Doom 3 engine release and game code

Postby qbism » Sun Aug 11, 2013 8:02 am

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Re: Doom 3 engine release and game code

Postby qbism » Sun Aug 11, 2013 2:37 pm

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Re: Doom 3 engine release and game code

Postby anonreclaimer » Sun Aug 11, 2013 4:54 pm

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Re: Doom 3 engine release and game code

Postby revelator » Sun Aug 11, 2013 5:04 pm

Holy hell :shock: Ok not expected it runs on this rig, but somethings definatly amiss cause at some point i had the same problem with the decals/particles, strangely enough it went away after some reverting of the code and i newer imagined it might still happen.

Forgot to tell you do not use any mods with this engine,
my changes to the code Means that doom3's old gamecode is 100% incompatible with it, thats why i included the game dll paks compiled against my version.
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Re: Doom 3 engine release and game code

Postby anonreclaimer » Sun Aug 11, 2013 7:40 pm

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Re: Doom 3 engine release and game code

Postby revelator » Sun Aug 11, 2013 10:01 pm

A good part of bfg's idlib is actually in that engine :) as for the glsl renderer its taking time and im on off atm cause of complications with a surgery (been to the hospital 10 times this year allready :S).

What kind of gfx Card do you have ? ati / nvidia brand etc. My own rig runs of 2 560 gtx ti in sli but even if i turn one of it still runs at 63 fps with vsync on on this rig.

Im using gDebugger to track slow rendering code but the slowdowns some experience does not seem to be caused by the renderer so its a bit hard to track.
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Re: Doom 3 engine release and game code

Postby anonreclaimer » Mon Aug 12, 2013 12:56 am

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Re: Doom 3 engine release and game code

Postby motorsep » Mon Aug 12, 2013 1:05 am

One of the biggest performance boost in BFG is attributed to GPU skeletal. Your laptop can't run BFG, and porting that into Doom 3 isn't possible. And without GPU skeletal, BFG almost as slow as Doom 3.
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Re: Doom 3 engine release and game code

Postby anonreclaimer » Mon Aug 12, 2013 1:14 am

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Re: Doom 3 engine release and game code

Postby motorsep » Mon Aug 12, 2013 1:23 am

The requirements for BFG are AMD 5xxx+ because models below that don't support glMapBuffer (either in hardware or in driver or both). I recall glMapBuffer is used for GPU skeletal, but I might be off a bit (maybe for something else too, besides GPU skeletal). So when I disabled GPU skeletal via cvar in BFG, fps dropped to almost the same level as in Doom 3. It was better, but not significantly better to say that multithreading helps a lot.

Note that for vanilla Doom 3 content maybe it wouldn't make too much difference, but for Steel Storm 2 GPU skeletal is a must have feature.
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Re: Doom 3 engine release and game code

Postby anonreclaimer » Mon Aug 12, 2013 1:48 am

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Re: Doom 3 engine release and game code

Postby revelator » Mon Aug 12, 2013 2:14 am

mapbuffer is actually in my engine as well so if it runs there im a bit stumped :shock:
i made a cvar for turning it off and using the old method, try setting r_useArbBufferRange to 0 do a vid_restart and see what happens.
It might net you an fps increase cause i had reports from ATI 4x series owners that while mapbuffer runs on them it unfortunatly runs like crap.

Damn those ATI Cards are gonna hunt me forever it seems :lol:
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