#22678 / #22682
#22683 posted by
JPL on 2013/04/14 10:08:38
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
#22684 posted by
negke on 2013/04/14 11:03:48
Many of the level downloads on your site don't work! You don't happen to have released any map sources, do you?
Quake Soldat Mod
#22687 posted by
Spiney on 2013/04/14 13:14:57
Anyone has a working mirror for this?
http://www.moddb.com/mods/soldat
Review(s)
#22688 posted by
quakis on 2013/04/15 10:17:50
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?
#22689 posted by
Spiney on 2013/04/15 14:22:33
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
#22690 posted by
Kinn on 2013/04/15 15:32:43
but how is that relevant to quake's baked lightmaps?
Only Useful For RT Engines.
#22691 posted by
Spiney on 2013/04/15 15:54:59
Using a similair lightmap layout to do edge marking for static shadow volumes. Would require compiler support etc...
Thinking About It Some More
#22692 posted by
Spiney on 2013/04/15 16:22:56
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
Hahaha
#22695 posted by
DaZ on 2013/04/18 15:38:07
but please, link the youtube vid in future. I hate giving kotaku traffic :(
http://www.youtube.com/watch?feature=player_embedded&v=Vxxnq5YAVHw
Zerbrechliche Klauen For Wolf3D (Released: Feb)
#22697 posted by
quakis on 2013/04/19 00:17:51
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
#22698 posted by
necros on 2013/04/19 01:55:28
you can make maps for wolf3d?????
No
#22699 posted by
than on 2013/04/19 03:02:39
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.
Trinca
#22702 posted by
negke on 2013/04/19 19:59:40
How do you pronounce "roulf"?
R.O.F.L
#22703 posted by
RickyT33 on 2013/04/19 21:47:48
Roll On Floor Laughing
R.O.U.L.F.
Roll On Neg|ke's Mum's Floor Mispelling Flame Bait
Brigade
#22704 posted by gb on 2013/04/19 22:47:06
Rendering looks similar to Cycles.
Very cool, but performance?
It Needs
#22705 posted by
ijed on 2013/04/20 04:27:37
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.
Brigade
#22707 posted by
Spiney on 2013/04/20 22:51:04
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.