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Thread: A Modular Rendering System For ioquake3 Engine

  1. #1
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    Default A Modular Rendering System For ioquake3 Engine

    Phoronix: A Modular Rendering System For ioquake3 Engine

    The ioquake3 game engine, the open-source project built around id Software's Quake 3 engine release and is used by a number of multi-platform games, has its rendering system now modularized...

    http://www.phoronix.com/vr.php?view=OTc0Mg

  2. #2
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    This fully realtime approach used in Doom 3, combined with the use of shadow volumes permitted more realistic lighting and shadows than in the previous generation of id's engines. The method used to create the shadow volumes is the subject of a patent by Creative, which Creative granted id permission to use in the Doom 3 engine, in exchange for supporting Creative's EAX advanced sound technologies
    i suppose that if Q4 source eventually goes out, it will be crippled.


    http://en.wikipedia.org/wiki/Id_Tech_4
    http://arstechnica.com/old/content/2004/07/4048.ars

  3. #3
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    Quote Originally Posted by yoshi314 View Post
    i suppose that if Q4 source eventually goes out, it will be crippled.


    http://en.wikipedia.org/wiki/Id_Tech_4
    http://arstechnica.com/old/content/2004/07/4048.ars
    Hope you are proven wrong, but sadly you probably is right

    But there must be some other way to calculate volume shadows?

  4. #4

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    Compared to id Tech 3, the id Tech 4 engine is largely rewritten in C++ and offers noticeably better graphics capabilities.
    The first 3D game engine to employ dynamic real time lighting and shadowing, albeit it's using the stencil shadowing technique thus you cannot get soft shadows and global illumination, it's another shortcoming is that id Tech 4 doesn't support (large) outdoors. In fact Doom 3 hardly had any outdoors.

    In some regards id Tech 4 is worse than id Tech 3 (Quake 3).

  5. #5
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    Committed to the ioquake3 SVN
    Perhaps it's time they modernized their SCM....git.

  6. #6

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    Quote Originally Posted by birdie View Post
    another shortcoming is that id Tech 4 doesn't support (large) outdoors. In fact Doom 3 hardly had any outdoors..
    So MegaTexture support won't be included?

  7. #7
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    Quote Originally Posted by ltcommander.data View Post
    So MegaTexture support won't be included?
    the first release with mega textur is 4.1 ETQW...

  8. #8
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    Default TV

    I can't wait when I'll get ioquake3 to work on my TV :-)
    400MHz dual core MIPS (with FPU) + something over 100MB free RAM, and GLES@DirectFB should handle that, shouldn't it?

  9. #9
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    Default Megatexture

    Quote Originally Posted by Qaridarium View Post
    the first release with mega textur is 4.1 ETQW...
    I read here that it is possible to use megatextures (to a degree), but there are practical limitations due to it's prototypical form.

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