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On DOOM III Rendering

There's a DOOM III Q&A on Beyond3D, quizzing id Software lead programmer John Carmack about the rendering engine in their upcoming first-person shooter sequel. The discussion is rather technical in nature, covering topics like the poly counts of the in-game characters, how various high-end graphics cards affect rendering, details on the rendering pipeline, and what can be expected on medium-range cards. Thanks LwoodPDowd for the tip.

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34 Replies. 2 pages. Viewing page 1.
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34. Re: No subject Jun 18, 2002, 17:54 anon@213.208
 
que?  
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33. No subject Jun 17, 2002, 20:54 anon@24.158
 
"There should be a tool that translates Carmack to English."

Here is the answer to question 1:

The play characters are between 2000 and 6000 polygone. Some the heads it look inside to close that angularly bourdonne we can use ourselves in such a way some models, which were made on order for film scenes. Models with more polygonen bend upward have an effect on the execution, linear in the reason, but the production of the very much zerfetzten models with a considerable number of small polygonal points would create very more edges of outlining, which could cause a disproportionate slowing down during returned, if they become close. TruForm is not an option, because the shade outlines counted would be no longer correct.
 
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32. Re: EUREKA! Jun 12, 2002, 17:09 Pete
 
RISE UP NOW BROTHERS! "and free the caused areas of Stencilpuffers."

Can I get an AMEN?


Amen

 
Doin' it Big
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31. Re: EUREKA! Jun 12, 2002, 16:38 anon@64.229
 
RISE UP NOW BROTHERS! "and free the caused areas of Stencilpuffers."

Can I get an AMEN?
 
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30. Re: No subject Jun 12, 2002, 11:33 anon@194.74
 
The article was pretty informative, however it doesn't highlight how good Carmack is, just how crappy most other graphics programmers are.

Querying the accelerator for it's ability to handle multipass texturing isn't rocket science, yet a lot of people do this stuff in a single pass. Admittedly most of the graphics cards that were around a few years back only handled single pass texturing.

Volumetric shadows again aren't rocket science, and have been optimised a lot in recent years. It's a typical feature that goes into a hobbyists engine. In fact, using the stencil buffer isn't neccesarily the fastest or most optimal way of doing things; it can be done in the alpha buffer faster and remain compatible with Voodoo class hardware.

Still an interesting read as Carmack is privy to stuff re: hardware that mere mortals aren't.

Carmacks other hobby is Rocket Science.
 
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29. Re: babelfish? Jun 12, 2002, 10:35 anon@208.35
 
#18, now THAT made me spit out my cereal.  
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28. Re: hahahahahaha Jun 12, 2002, 09:35 Azraelot
 
"I'd also like to add that whenever I see it on these forums, my eyes insist on reading "Mat the Wrorie."

You may have something there...

www.matthewrorie.com
 
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27. Re: hahahahahaha Jun 12, 2002, 08:45 Rolphus
 
I'd also like to add that whenever I see it on these forums, my eyes insist on reading "Mat the Wrorie." I suspect I'm unique in that respect.

I did this for ages until I checked Azrealot's profile and realised that his name was Matthew Rorie... so you're not alone!

 
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26. Re: EUREKA! Jun 12, 2002, 08:34 Anvil
 
I think you'll find thats

Et puis, pour chacun par la lumière du Pixel: 1. pour le transférer dépense à partir de l'ombre de tous les rôles de pied d'ombre dans Stencilpuffer. Celui-ci est une unité de feuillets magnétiques rapide (aucunes utilisations de Beschaffenheiten), cadence possible de l'abondance en raison du feu couvre encore cependant (BTW qui le genre d'optimisations est, couverture à vous faisant, pour diminuer?). 2. pour ajouter vous clarifiez la contribution aux Pixel d'ailleurs, le stencil=0 avez (si elles ne sont pas à la nuance). Celui-ci regarde légèrement ainsi après la lumière répandue du point: Mul MaterialTexture de LightColor Result=Temp de mul d'AttenuationMap Temp=Temp de mul de LightDirection Temp=Temp du point 3 de Temp=NormalMap il est en général corrigent pour le diagramme de diffusion, bien que vous deviez d'ailleurs trier cela par lumineux et libérer les zones causées de Stencilpuffers. ajouter le diagramme spéculaire exige légèrement demi d'un diagramme de cube d'angle, un accès différent du diagramme normal, un Mathe occasionnel et un accès spéculaire de diagramme. Il y a quelque chose de subtleties avec trier pour permettre quelques dépenses supplémentaires, beschatten des qualités, mais elles ne sont pas des aspects critiques.


Anvil
 
Anvil - from the land of warm beer and mad cattle.
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25. EUREKA! Jun 12, 2002, 08:09 anon@213.208
 
I HAVE TRANSLATED THIS STRANGE TONGUE BY THE POWER OF GREYSKULL, er I mean BABELFISH! TIS A STRANGE MIXTURE TWIXT INSANITY AND GOBBLEDYGOOK!

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And then, for each one by light of pixel:
1. to transfer it expenditure from shade of all the roles of foot of shade in Stencilpuffer. This one is a fast race (no Beschaffenheiten uses), possible rate of abundance because of fire covers again however (BTW which the kind of optimizations is, cover to you making, to decrease?).
2. to add you clarify contribution to the pixels moreover, the stencil=0 have (if they are not in the shade). This one looks at slightly thus after the widespread light of point: Temp=NormalMap dot
3 LightDirection Temp=Temp mul AttenuationMap Temp=Temp mul LightColor Result=Temp mul MaterialTexture

It is in general correct for the spread diagram, although you must moreover sort that by luminous and free the caused areas of Stencilpuffers. to add specular diagram slightly requires a half diagram of cube of angle, another access of the normal diagram, occasional Mathe and a specular access of diagram.

There is something of subtleties with the sorting to allow some additional expenses, beschatten qualities, but they are not critical aspects.
-------------------------------------------------------
 
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24. No subject Jun 12, 2002, 08:03 PlayfulPuppy
 
I dont know about you guys, but I understood what he was talking about, hell, even learned a bit about the boest pass-order for doing volumetric shadows.

Damn good read providing you know what the fuck he's talking about.

 
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23. No subject Jun 12, 2002, 06:52 changingman
 
I think I'm too confused to actually remember if I'm confused or not
Maybe I should run it through Babelfish, see if it translates back to english...

 
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22. All I Need To Know Jun 12, 2002, 06:22 anon@144.178
 
is Where They Are... ;-)  
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21. Re: No subject Jun 12, 2002, 05:25 anon@24.29
 
Exactly guy before mine, I'm personally thinking Parhelia or R300 for smooth gaming  
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20. Re: babelfish? Jun 12, 2002, 04:53 Anvil
 
1. The new ATI hardware is slightly better than the Nvidia hardware but the drivers aren't as good.

2. Don't even think about Doom III on anything less than a GF3/4 - Radeon 8500.



Anvil
 
Anvil - from the land of warm beer and mad cattle.
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19. No subject Jun 12, 2002, 04:34 anon@200.47
 
Guys listen up! Its not impossible. I used to bullzie wamp rats with my T-16 back home.  
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18. babelfish? Jun 12, 2002, 04:12 anon@68.53
 
There should be a tool that translates Carmack to English.  
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17. Re: Well, then. Jun 12, 2002, 04:11 anon@68.53
 
I believe the emotion chip has overloaded my posotronic relay.  
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16. Re: No subject Jun 12, 2002, 03:04 anon@65.29
 
Great Scott! One-point-twenty-one gigawatts!  
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15. No subject Jun 12, 2002, 02:56 anon@210.49
 
I am an Anon!

F33R M3!
 
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34 Replies. 2 pages. Viewing page 1.
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