Doom 3 is open source now

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MaNGusT
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Doom 3 is open source now

Post by MaNGusT »

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vexed
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Re: Doom 3 is open source now

Post by vexed »

MaNGusT wrote:Just for the record. :)
https://github.com/TTimo/doom3.gpl
Just the source code is.
Everything else (data / music) isn't.

Though, you can find doom 3 for under $5 now...
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MaNGusT
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Re: Doom 3 is open source now

Post by MaNGusT »

well, at least there you could find some useful code for wz, i.e. for graphics improvement or net code. AFAIK Doom3 engine uses OGL too. :-)
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Ezio
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Re: Doom 3 is open source now

Post by Ezio »

MaNGusT wrote:well, at least there you could find some useful code for wz, i.e. for graphics improvement or net code. AFAIK Doom3 engine uses OGL too. :-)
software that good in both OGL and software rendering i could think is ps2 emulator but i still can't implement it on wz
Jorzi
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Re: Doom 3 is open source now

Post by Jorzi »

The doom and quake engines have indeed been very fast and well optimized, and yeah, John Carmack seems to be quite a supporter of openGL.
One of the more famous technologies of doom 3 is of course the shadow volume implementation, also known as Carmack's reverse, which gives correct shadows even when the camera is inside the shadow volume. Don't know how useful this would be for wz, however, since the camera is usually well above all geometry.
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vexed
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Re: Doom 3 is open source now

Post by vexed »

Jorzi wrote:The doom and quake engines have indeed been very fast and well optimized, and yeah, John Carmack seems to be quite a supporter of openGL.
One of the more famous technologies of doom 3 is of course the shadow volume implementation, also known as Carmack's reverse, which gives correct shadows even when the camera is inside the shadow volume. Don't know how useful this would be for wz, however, since the camera is usually well above all geometry.
Well, because of the idiotic patents involved with that, 'Carmack's reverse' isn't in the codebase anymore. He did work around that issue though. Changing a few lines around...
It looks like the patent issue with the open-source Doom 3 game won't severely delay the push of this code to the public. John Carmack has already worked around the legal issue within the id Tech 4 engine.

It was only three days ago that this patent issue came to light and was delaying the push of this open-source code, but yesterday Carmack announced he had a workaround in place for the legal issue surrounding Carmack's Reverse / the stencil buffer implementation of shadow volumes patented by Creative Labs.

The kicker? The workaround for this patent amounts to four lines of new code and two lines of changed code.

Yesterday Carmack had tweeted, "this demonstrates the idiocy of the patent -- the workaround added four lines of code and changed two."
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Re: Doom 3 is open source now

Post by Jorzi »

Ok, so the shadow casting algorithm is now "something completely different", although it pretty much does the same thing? :P
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zany
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Re: Doom 3 is open source now

Post by zany »

is anyone going to make warzone with this engine?
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lav_coyote25
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Re: Doom 3 is open source now

Post by lav_coyote25 »

zany wrote:is anyone going to make warzone with this engine?

sure, as soon as you start coding. :)
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Re: Doom 3 is open source now

Post by vexed »

Jorzi wrote:Ok, so the shadow casting algorithm is now "something completely different", although it pretty much does the same thing? :P

Code: Select all

@@ -1143,6 +1143,8 @@ static void RB_T_Shadow( const drawSurf_t *surf ) {

     return;

   }

 

+#if 0 // LEITH: the original patent free "preload" code

+

   // patent-free work around

   if ( !external ) {

     // "preload" the stencil buffer with the number of volumes

@@ -1163,6 +1165,30 @@ static void RB_T_Shadow( const drawSurf_t *surf ) {

   qglStencilOp( GL_KEEP, GL_KEEP, tr.stencilDecr );

   GL_Cull( CT_BACK_SIDED );

   RB_DrawShadowElementsWithCounters( tri, numIndexes );

+

+#else // LEITH: the patented "Carmack's Reverse" code

+

+  // patented depth-fail stencil shadows

+  if ( !external ) {

+    qglStencilOp( GL_KEEP, tr.stencilDecr, GL_KEEP );

+    GL_Cull( CT_FRONT_SIDED );

+    RB_DrawShadowElementsWithCounters( tri, numIndexes );

+    qglStencilOp( GL_KEEP, tr.stencilIncr, GL_KEEP );

+    GL_Cull( CT_BACK_SIDED );

+    RB_DrawShadowElementsWithCounters( tri, numIndexes );

+  }

+  // traditional depth-pass stencil shadows

+  else {

+    qglStencilOp( GL_KEEP, GL_KEEP, tr.stencilIncr );

+    GL_Cull( CT_FRONT_SIDED );

+    RB_DrawShadowElementsWithCounters( tri, numIndexes );

+

+    qglStencilOp( GL_KEEP, GL_KEEP, tr.stencilDecr );

+    GL_Cull( CT_BACK_SIDED );

+    RB_DrawShadowElementsWithCounters( tri, numIndexes );

+  }

+

+#endif

 }

 

 /*
:rofl2:
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