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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 revelator » Fri Nov 25, 2011 7:21 pm

darkradiant ofc :)

hmm plenty possibilities QT which resembles MFC but can handle more complex operations and is availiable on both win32 and linux, gtk also works on windows but its a bit more painfull to use.
personally id prefer tools in QT but thats just me.

Hmm the game dll seems to have some problems building "unable to load default.cfg" i tried moving it into a subfolder named base with the built doom3.exe but still fails so something is acting up.
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Re: Doom 3 engine release and game code

Postby Jok3r098 » Fri Nov 25, 2011 7:27 pm

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Re: Doom 3 engine release and game code

Postby mh » Sat Nov 26, 2011 1:23 am

Hmm, well I've recreated the Reverse using two-sided stencil and it works perfectly, but I'm thinking that treading carefully is a better option. I'm certain that if there was an alternate way that could do it in one pass, and that didn't have patent heebeegeebies attached, JC would have included it in the released code. The two pass alternative (assuming you use two-sided stencil; 4-pass if not) only kicks in when the viewpoint is inside a shadow volume, so it's not really that big a deal to begin with.
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Re: Doom 3 engine release and game code

Postby New Horizon » Sat Nov 26, 2011 3:28 am

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Re: Doom 3 engine release and game code

Postby r00k » Sat Nov 26, 2011 5:19 am

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Re: Doom 3 engine release and game code

Postby Spike » Sat Nov 26, 2011 7:09 am

shadow mapping has no patents that I am aware of.
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Re: Doom 3 engine release and game code

Postby Jok3r098 » Sat Nov 26, 2011 11:58 am

Does the engine have a built in light baking system or is it all stencil shadows.
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Re: Doom 3 engine release and game code

Postby revelator » Sat Nov 26, 2011 2:51 pm

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Re: Doom 3 engine release and game code

Postby revelator » Sat Nov 26, 2011 2:58 pm

Hmm comes to mind several z-fail methods existed in the old tenebrae2 source (one for each card type if i remember correctly) we might end up making the code faster than it was to start with :)

ofc plenty new stuff that might work better.
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Re: Doom 3 engine release and game code

Postby mh » Sat Nov 26, 2011 5:12 pm

Interestingly, the Reverse patent is probably unenforcable in the EU. Anybody fancy being a test case? ;)

http://en.wikipedia.org/wiki/Software_p ... Convention
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Re: Doom 3 engine release and game code

Postby revelator » Sat Nov 26, 2011 6:24 pm

well im in the EU ;) so if you like sure :)
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Re: Doom 3 engine release and game code

Postby mh » Sat Nov 26, 2011 8:47 pm

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Re: Doom 3 engine release and game code

Postby revelator » Sat Nov 26, 2011 9:21 pm

gonna try it out :) ill report back.
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Re: Doom 3 engine release and game code

Postby mh » Sat Nov 26, 2011 10:13 pm

Just re-read the Creative patent; it seems as though this kind of depth-test inversion was what the patent specifically referred to, so it's not safe to use. It does mean that their claim with reference to the Doom 3 method (zfail) seems to be on somewhat shakier grounds though.
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Re: Doom 3 engine release and game code

Postby raynorpat » Sat Nov 26, 2011 10:40 pm

Working on a GLSL backend:

Image

btw, has anyone checked out draw_exp.cpp? :)
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