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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
A little of both, I suspect. The man's DEFINITELY sharp (The game engines he's graced us with and Armadillo Aerospace shows it...). Had the good fortune to work with him on the Utah-GLX project.
Not just that, J.C. was funded Mesa developers and give driver optimization instructions for Q3:
Heh... He did a BIT more than that. He provided part of the code that was used for Utah-GLX (He made it possible for a ATI RagePRO to run without special configuration...just drop the Utah-GLX drivers in on things and then reboot the machine to ensure you had enough kernelspace memory to allocate in a single contiguous chunk...).
It seems as if they have nearly all the artwork ready and still are fiddling with the engine. But, IIRC platforms used to have different requirements also for artwork, like texture size, and color depths. Is that time long gone so that they can have a set of artwork ready and it will work on all platforms immediately?
It is great news. I mean if something is OpenGL then the GPU type should not matter.
Well that depends. In theory you're right. But in reality you need a decent driver that is deciding/knowing about the capabilities of the GPU. What can be done by GPU and what is left to do for the CPU? And if you use CPU you still need all that stuff implemented in software. And it will be slower on a general purpose x86 CPU than on a "semi-ASIC" like today's GPU shaders are.
And most (free) drivers are not too far when it comes to OpenGL. A few even don't have anything to offer (VIA etc.).
Furthermore we still have problems like S3TC, if that is used by the game.
Also as mentioned older GPUs might be limited when it comes to large textures, though when I think of embedded devices id5 was announced for this shouldn't be the big problem.
Stop TCPA, stupid software patents and corrupt politicians!
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