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#22678 / #22682 
I was doing that during my first mapping ages... and I tend to make it less often (not because I am not mapping that much nowadays...eh !), as I was gaining self-confidence in my mapping skill.. I guess it is what people generally call "experience"..

In anyway, compiling the map quite often is good to detect very early the map issues (leakage / HOMs / etc..), while it can be perceived as a waste of time...though...

I think each mapper has its own methodology ;) 
Kona 
Many of the level downloads on your site don't work! You don't happen to have released any map sources, do you? 
Spirit Is My Hero 
ALL HAIL 
My Friends Call Me Nova 
 
Quake Soldat Mod 
Anyone has a working mirror for this?
http://www.moddb.com/mods/soldat 
Review(s) 
The Last Game by J.F. Gustafsson

Again, loving the 'random map' link at Quaddicted (wish I had one for Duke3D and Thief stuff).

For those interested in Doom; Crimson Canyon by J S Graham.
Not too pleased with the writing in this review personally. 
Shadow Volume Fillrate Savings? 
An old graphics paper, marking shadowmap edges and rendering those with shadow volumes... wonder if something similar could be done with Quake's lightmaps. DP has great shadowmapping, but there's something to be said of clean resolution-independent shadows...

http://people.csail.mit.edu/ericchan/papers/smapSV/

Running idTech4 at 1080p is pretty but slow on my budget setup :( 
Interesting Paper 
but how is that relevant to quake's baked lightmaps? 
Only Useful For RT Engines. 
Using a similair lightmap layout to do edge marking for static shadow volumes. Would require compiler support etc... 
Thinking About It Some More 
Probably wouldn't work since you'dd get discontinuities between lightmap and rt shadows due to blending and interpolation limits etc... Otherwise writing light indexes into lightmaps but then you need to worry about permutations and compression and it just turns into a shitfest lol.

Once you have shadowmaps anyway it's probably more temping to just slap some PCF on top and not bother with writing another complex subsystem. Probably why no product ever shipped with this.

But yeah, I just want games with faster shadow volumes :( 
ROTT 
The multiplayer gameplay looks very oldschool fast. Wish I had the machine to run it -

http://youtu.be/dWhsZAhfyqc 
Best Trailer Ever 
Hahaha 
but please, link the youtube vid in future. I hate giving kotaku traffic :(

http://www.youtube.com/watch?feature=player_embedded&v=Vxxnq5YAVHw 
Fair Enough 
Like me with IGN... 
Zerbrechliche Klauen For Wolf3D (Released: Feb) 
Don't think is worth making a big news post for this, unless others think otherwise. Back in Feburary this year, I released a 3 level Wolf3D project. For anyone interested, here's some screenshots and a download link. Enjoy!

Screenshot 1 Screenshot 2
Screenshot 3 Screenshot 4
Download 
 
you can make maps for wolf3d????? 
No 
It's an con! Get back to that Quake map you were working on! 
To Be Honest... 
If I was going to defect from Quake it'd be Doom or Unreal that I would run to and not Wolf... Funny stuff though, never knew you could make wolf maps either. 
Real Time Path Lighting 
Trinca 
How do you pronounce "roulf"? 
R.O.F.L 
Roll On Floor Laughing

R.O.U.L.F.

Roll On Neg|ke's Mum's Floor Mispelling Flame Bait 
Brigade 
Rendering looks similar to Cycles.

Very cool, but performance? 
It Needs 
A massive CPU behind it. Double that is half the noise time as it computes.

It's nothing feasible for the consumer market just yet, but in, say, 3 years, it'll be close to min spec. Assuming something better and faster isn't invented in the interim. 
Roulf 
 
Brigade 
Could be wrong about all this, but afaik the raytracing is done on the GPU. I also wonder how well it handles fully dynamic scenes, I'm sure there's some kind of acceleration structure in place to speed up the rendering.

Also, this is low framerate, low resolution and low samples per pixel. You'dd need much more than twice the computing power. I think more on the order of 16 for it starts to be feasible (twice resolution = *4, twice the framerate = *2, half as much noise = *2).

A more likely road for future raytracing like solutions would probably be ray casting inside volumes like UE3 does, or do a dynamic unique virtual texturing that updates all the light data in texture space and uses rasterisation for rendering. That could be interesting as it also seems very well suited for a hybrid client/cloud gaming solution. 
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