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Thread: Good News, id Tech 5 Is Likely Coming To Linux

  1. #71
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    Quote Originally Posted by L33F3R View Post
    Why do you feel you are entitled to a GPL game just because the game is free beer? ID opensources its stuff as a gesture of kindness, not because you deserve it.
    Yeah, although I think Carmack's ego plays a role here too. He's good, and he knows it. Releasing the source means others can learn from (or admire) him

  2. #72
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    Carmack's god-ness derives from his skill in engine writing and (in this case) the Q3 core engine. This has already been released.

    What good would Q3L do released under the GPL?

    It won't advance thew community's store of knowledge of the game engine and it is not as though it is difficult or an unknown skill to write a browser plugin to launch a process outside of the browser sandbox or upload status/scores to a central server.

  3. #73
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    Not just that, J.C. was funded Mesa developers and give driver optimization instructions for Q3:

    May 13, 1999

    May 1999 - John Carmack of id Software, Inc. has made a donation of
    US$10,000 to the Mesa project to support its continuing development.
    Mesa is a free implementation of the OpenGL 3D graphics library and id's
    newest game, Quake 3 Arena, will use Mesa as the 3D renderer on Linux.

    The donation will go to Keith Whitwell, who has been optimizing Mesa to
    improve performance on 3d hardware. Thanks to Keith's work, many
    applications using Mesa 3.1 will see a dramatic performance increase
    over Mesa 3.0. The donation will allow Keith to continue working on
    Mesa full time for some time to come.

    For more information about Mesa see www.mesa3d.org. For more
    information about id Software, Inc. see www.idsoftware.com.

    --------------------------------

    This donation from John/id is very generous. Keith and I are very
    grateful.
    May 1, 1999

    John Carmack made an interesting .plan update yesterday:

    "I put together a document on optimizing OpenGL drivers for Q3 that should be helpful to the various Linux 3D teams.
    http://www.quake3arena.com/news/glopt.html"
    But Yeah, 10 years ago! Nearly after that nvidia stolen some ideas, but give full source:

    June 2, 1999

    nVidia has released some Linux binaries for xfree86 3.3.3.1, along with the full source, which includes GLX acceleration based on Mesa 3.0. They can be downloaded from http://www.nvidia.com/Products.nsf/h...e_drivers.html.

    June 7, 1999

    RPMS of the nVidia RIVA server can be found at ftp://ftp.mesa3d.org/mesa/misc/nVidia/.
    Today nvidia blob is only one optimizated blob on earth who can run at acceptible performance another blob. (methinks - Rage The Game).
    Last edited by dungeon; 09-22-2009 at 11:53 AM.

  4. #74
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    Yeah, he was also involved with the Utah-GLX project at some point.

    id Software are also members of the Khronos Group, so id/Carmack are big supporters of OpenGL in general.

  5. #75
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    Thumbs down

    Yeah, and then just to give one example who is big supporter of Direct3D:

    ATI Tesselation Technology was published in 2001 via GL_ATI_pn_triangles extension:

    http://www.opengl.org/registry/specs..._triangles.txt

    and then few years later they removed it from their blobs, because of performance reason

    Today they announced this old technology AS shiny new for DX 11 only.

  6. #76
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    Quote Originally Posted by dungeon View Post
    Yeah, and then just to give one example who is big supporter of Direct3D:

    ATI Tesselation Technology was published in 2001 via GL_ATI_pn_triangles extension:

    http://www.opengl.org/registry/specs..._triangles.txt

    and then few years later they removed it from their blobs, because of performance reason

    Today they announced this old technology AS shiny new for DX 11 only.
    Just curious if you could point out anywhere to back up that it was removed from their blobs? It would be an interesting read.

  7. #77
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    Here is the fastest quickshoot i can provide from milk white untruform jaggy beauty.


  8. #78
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    Quote Originally Posted by dungeon View Post
    Yeah, and then just to give one example who is big supporter of Direct3D:

    ATI Tesselation Technology was published in 2001 via GL_ATI_pn_triangles extension:

    http://www.opengl.org/registry/specs..._triangles.txt

    and then few years later they removed it from their blobs, because of performance reason

    Today they announced this old technology AS shiny new for DX 11 only.
    Well to be fair the tesselator engine in dx11 cards is different from the older one

  9. #79
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    I am always fair, where is that tesselation now in OpenGL? Yes that is the right point in that post.

  10. #80
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    Quote Originally Posted by dungeon View Post
    I am always fair, where is that tesselation now in OpenGL? Yes that is the right point in that post.
    http://www.opengl.org/registry/specs...essellator.txt

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