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Doom3 Rendering - http://www.doomworld.com Forums


Original message

CRiZ



cwebst01@tufts.edu
130.64.161.24

"Doom3 Rendering" , posted Tue 3 Apr 18:31user profileedit/delete messagepost reply


Hello beautiful Doom3 forum people. 8 )

For the topic of my big paper for my Technical Writing class, I've chosen to describe the visual enhancements made to each of Id Software's games. I'm detailing the advances made from the Wolfenstein Engine all the way up to what is known and expected of the Doom3 engine.

I know a lot of you write very intelligent, meaningful posts... and a lot of you are flaming, spamming, newbie llamas. I'm hoping to get some responses from the former mentioned category.

Does anyone know of any good technology resources and descriptions of the graphics engines used in any of Id's games? I'm especially looking for info concerning Quake3 because that, surprisingly, seems to be the most difficult infomation to come about.

One question which I can't find the answer for: Does Quake3 (or Doom3) use ray-TRACING(allows reflections, refractions) or ray-CASTING(faster and does not allow reflections, refractions)?

I know that mirrors are a new technology in Quake3 but I wasn't sure that this was raytraced reflections or some other trick.

Thank you all. This report is due next Wednesday so I would really appreciate the help of all the woderful cult followers of Id Software!!

_ ___ _____ _______ _____ ___ _
WOW. Can't wait...

 


Replies:

DonNigera

rjg3@alltel.net
105650676
162.40.193.222

"Re(1):Doom3 Rendering" , posted Mon 9 Apr 13:38user profileedit/delete messagepost reply


Since when is mirroring a new technology?

Didn't Duke Nukem 3D have mirror's in the bathroom?

I also recall Resident Evil 1 having a mirror or two!

So?

~~Jump up my butt~~

 

danarchist



danarchy84@hotmail.com
55619497
12.82.138.117

"Re(1):Doom3 Rendering" , posted Wed 4 Apr 11:13user profileedit/delete messagepost reply


Unreal Tournament used mirrors, but you could only see them if you have good acceleration. I don't know how they made them, but they looked realistic. We've sure come a long way since the Duke Nukem mirrors (you had to make a huge room behind the mirror so the computer could make duplicates of everything in the other room).

----------------------------------------
I've beat my machine
It's a part of me it's inside of me
I'm stuck in this dream
It's changing me I am becoming!
-NIN the Becoming
----------------------------------------

 

Zaldron



avengerz66@hotmail.com
18477495
200.45.46.164

"Re(1):Doom3 Rendering" , posted Tue 3 Apr 18:49:user profileedit/delete messagepost reply


Since DooM3īs using pixel shaders, the answer is both.

For one side, when you call a pixel shader instruction, youīre doing it to calculate lighting in a specified point in the universe. This pointīs not one on the monitorīs plane, but belongs to a z-buffered triangle. The engine raytraces the framebuffer (your current work of space limited by the resolution), checking to who belongs each pixel.

After that, the engine raycasts as many vectors from each light as pixels lited by that light. Do some math to calculate the final lighting condition, and then apply it over the current pixel. Expect some nasty framerate drops while increasing resolution.

In 640x480 there are 307,200 light points to calculate, while in 1024x768 there are 786,432.


UPDATE : About the mirrors. Quake 3 uses a shader that invokes a camera. The cameraīs results are calculated in an extra buffer (one more pass) and then fills the "void" of the mirror brush with that image.

Mirrors are "camera-monitors" where the cameraīs actually in front of the mirror. The same tech was used in STV-EF for security cameras, and for some crazy stuff in Aliceīs skies.

__________________________ _ _ _
"There are three kinds of death in this world. There's heart death there's brain death and there's being off the network."

[this message was edited by Zaldron on Tue 3 Apr 18:55]

 

 

CRiZ



cwebst01@tufts.edu
130.64.161.24

"Re(2):Doom3 Rendering" , posted Thu 5 Apr 09:49user profileedit/delete messagepost reply


Awesome, thanks Zaldron.

Once again, and sorry to be annoying, but where do you get this information?

It's hard to find good technical URL's.

_ ___ _____ _______ _____ ___ _
WOW. Can't wait...

 

 

Zaldron



avengerz66@hotmail.com
18477495
200.45.158.52

"Re(3):Doom3 Rendering" , posted Thu 5 Apr 11:11user profileedit/delete messagepost reply


I gathered this information up based on my innate gaming development knowledge (4 years coding/drawing for games), the tons of info you learn while using 3D Studio, and the tech talk on the diverse modding tutorials.

I donīt know any URLs were to go, altough you might find info on www.gamedev.net

__________________________ _ _ _
"There are three kinds of death in this world. There's heart death there's brain death and there's being off the network."

 

 

Lord FlatHead



lordflathead@yahoo.com
112071624
213.224.83.110

"Re(2):Doom3 Rendering" , posted Wed 4 Apr 00:49user profileedit/delete messagepost reply


Hey Zaldron, speaking of technology, how's that article coming along ?

--
"If fighting is sure to result in victory then you must fight even though the ruler forbid it; if fighting will not result in victory then you must not fight even at the ruler's bidding." -- Sun Tzu the Art of War

www.geocities.com/lordflathead

 

 

Zaldron



avengerz66@hotmail.com
18477495
200.45.158.72

"Re(3):Doom3 Rendering" , posted Wed 4 Apr 07:25user profileedit/delete messagepost reply


Iīm fixing grammar and finishing the footage frame-by-frame v2.0

You could get it as soon as today, altough I donīt promise anything...

__________________________ _ _ _
"There are three kinds of death in this world. There's heart death there's brain death and there's being off the network."