Originally posted by Qaridarium
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A Modular Rendering System For ioquake3 Engine
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Megatexture
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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 [email protected] should handle that, shouldn't it?
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Originally posted by birdie View Postanother shortcoming is that id Tech 4 doesn't support (large) outdoors. In fact Doom 3 hardly had any outdoors..
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Committed to the ioquake3 SVN
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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.
In some regards id Tech 4 is worse than id Tech 3 (Quake 3).
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Originally posted by yoshi314 View Posti suppose that if Q4 source eventually goes out, it will be crippled.
http://arstechnica.com/old/content/2004/07/4048.ars
But there must be some other way to calculate volume shadows?
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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
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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...
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