Hat's off to Carmack for trying to protect the community from patent infringement risks. IIRC, it would be 100% fine for id Software to publish the source code of software that uses an algorithm covered by a patent. You can wear around a patent implementation (in some popular source language) on a t-shirt; perfectly legal. What you can't do is compile that code and have a computer execute the instructions generated. That's the infringing act. This is why ffmpeg as a project can continue (risk-free) to do its development and source distribution, despite carrying a boatload of patent-infringing codecs' source code.
Carmack and/or his lawyers could've decided to be indifferent about the issue in regards to downstream consumers of their code knowingly (or unknowingly) infringing on this patent; and we'd only find out years later when some hobby project based on the Doom 3 engine got sued by Creative.
It's even more impressive that Carmack is doing this considering that it's not his patent that is under discussion; it's a patent owned by another company, who has been a thorn in his side in the past (I assume that he's had to make license arrangements with Creative to use the patent in such a large-scale, popular game as Doom 3, and all the other id games since).
My feeling is that modern hardware can probably chew through any added complexity that would be necessary to work around this patent. This isn't as deal-breaking as S3TC or (even more deal-breaking) floating-point textures; this is basically a performance optimization that happens to deliver good visual quality at the same time. But we don't have to care much about such optimizations because the current-gen GPUs are probably at least 10 times faster than what they designed Doom 3 for.
Carmack and/or his lawyers could've decided to be indifferent about the issue in regards to downstream consumers of their code knowingly (or unknowingly) infringing on this patent; and we'd only find out years later when some hobby project based on the Doom 3 engine got sued by Creative.
It's even more impressive that Carmack is doing this considering that it's not his patent that is under discussion; it's a patent owned by another company, who has been a thorn in his side in the past (I assume that he's had to make license arrangements with Creative to use the patent in such a large-scale, popular game as Doom 3, and all the other id games since).
My feeling is that modern hardware can probably chew through any added complexity that would be necessary to work around this patent. This isn't as deal-breaking as S3TC or (even more deal-breaking) floating-point textures; this is basically a performance optimization that happens to deliver good visual quality at the same time. But we don't have to care much about such optimizations because the current-gen GPUs are probably at least 10 times faster than what they designed Doom 3 for.
Comment