Bucket Posted September 22, 2005 http://www.gamedev.net/community/forums/topic.asp?topic_id=346775 It was only a matter of time, wasn't it? Of course, we've already seen Doom1 on a Doom3 monitor (and of course Doom in ACS), but this covers a bit of a wider range. Yay shaders! 0 Share this post Link to post
AndrewB Posted September 23, 2005 Somebody please tell me what's special about this. It basically looks like JDoom with a really crappy WAD loaded. 0 Share this post Link to post
leileilol Posted September 23, 2005 if you bother to read at all, it's basically a 3d maze engine done entirely on the GPU with only using fragment shaders.. 0 Share this post Link to post
AndrewB Posted September 23, 2005 No, I didn't bother to read it all, and thank you for noticing that. 0 Share this post Link to post
wildweasel Posted September 23, 2005 So there's barely any CPU instructions at all, if I understand this correctly (it just uses the graphics card for everything)? That could leave the CPU open for other things, like physics, sound, and more advanced AI. 0 Share this post Link to post
Linguica Posted September 24, 2005 WildWeasel said:So there's barely any CPU instructions at all, if I understand this correctly (it just uses the graphics card for everything)? That could leave the CPU open for other things, like physics, sound, and more advanced AI. Yeah CPUs really strain under the load of a Wolf3D-esque engine. 0 Share this post Link to post
Naked Snake Posted September 24, 2005 Linguica said:Yeah CPUs really strain under the load of a Wolf3D-esque engine. Yeah, wtf. It doesn't render a real ceiling, static lighting, no elevation, etc. 0 Share this post Link to post
leileilol Posted September 24, 2005 BBG said:Yeah, wtf. It doesn't render a real ceiling, static lighting, no elevation, etc. since when did wolf3d have ceilings, elevation and lighting 0 Share this post Link to post
Naked Snake Posted September 24, 2005 gargoylol said:since when did wolf3d have ceilings, elevation and lighting *sigh* IT DOESN'T and I never said it did. 0 Share this post Link to post
AndrewB Posted September 24, 2005 Yeah, I'll bet that this has a LOT of potential. 0 Share this post Link to post
Darkhaven Posted September 28, 2005 I dunno about you doofuses, but I think this is pretty cool. If this guy ever released the source for it, I'd be very happy, as it IS entirely possible to create height changes, textured floors+ceilings and multiple floor+ceiling textures in different areas, as I proved with that really old Wolf3D project of mine (the one with the dumb name), and if one were to add a few more special effects to this guy's engine it could make for an interesting game. 0 Share this post Link to post
exp(x) Posted September 28, 2005 Darkhaven said:I dunno about you doofuses, but I think this is pretty cool. If this guy ever released the source for it, I'd be very happy, as it IS entirely possible to create height changes, textured floors+ceilings and multiple floor+ceiling textures in different areas, as I proved with that really old Wolf3D project of mine (the one with the dumb name), and if one were to add a few more special effects to this guy's engine it could make for an interesting game. Or you could use the now open-source Quake 3 engine. 0 Share this post Link to post
AirRaid Posted September 28, 2005 Bah, and I thought this was something useful, like perhaps someone had developed a viable method of raycasting lighting or something. Boo. 0 Share this post Link to post
Bucket Posted September 28, 2005 You mean raytracing? Yeah, that would be cool. 0 Share this post Link to post
Csonicgo Posted September 28, 2005 I thought this was going to show off software pixel shading or something. this just sucks. 0 Share this post Link to post
Mancubus II Posted September 28, 2005 Csonicgo said:I thought this was going to show off software pixel shading or something. this just sucks. I don't see how this sucks in any way. It's simply a "hey look what I did" sort of thing; it doesn't appear as though the author's intent was to revolutionize the gaming world. 0 Share this post Link to post
darknation Posted September 28, 2005 isn't crazar doing something similar? 0 Share this post Link to post
fraggle Posted September 29, 2005 I think you guys are missing the point. This is a tech demo really, showing what you can do with pixel shaders on modern cards. It's basically showing that its possible to do a full Wolfenstein like engine entirely on the GPU. Like Manc said, it's a "hey look what I did" thing. 0 Share this post Link to post
Udderdude Posted September 29, 2005 Dem programmers is crazy! A neat hack for sure. Now lets see DOOM on there :P 0 Share this post Link to post
AndrewB Posted September 29, 2005 fraggle said:I think you guys are missing the point. This is a tech demo really, showing what you can do with pixel shaders on modern cards. It's basically showing that its possible to do a full Wolfenstein like engine entirely on the GPU. That plus $1.40 will get you a large double double at Timmy's. 0 Share this post Link to post
Fredrik Posted September 29, 2005 Graphics cards are slowly turning into general-purpose vector processors. 0 Share this post Link to post
AirRaid Posted September 30, 2005 Numbermind said:You mean raytracing? Yeah, that would be cool. Yeah I always get those two mixed up. Don't get me wrong, this stuff is always kinda cool to see but I don't really see much of a genuinely useful.. er, use for it. 0 Share this post Link to post
AndrewB Posted September 30, 2005 The truth is that nobody playing a game cares exactly which hunk of metal inside their box is helping the game run. For the idea of moving game logic and event processing to the graphics card, I see no long-term potential. It sacrifices encapsulation and modularity for nothing more than a modest speed boost. They used to put game controller ports on the sound card, and they don't do that anymore. Why? Because tightly-coupled systems (where components depend on each other) fail in the market 999 times out of 1,000. 0 Share this post Link to post
Bloodshedder Posted September 30, 2005 The game controller port is also a MIDI port. That usually has quite a bit to do with sound cards, wouldn't you say? 0 Share this post Link to post
Bucket Posted September 30, 2005 AndrewB said:The truth is that nobody playing a game cares exactly which hunk of metal inside their box is helping the game run. True, to an extent. At least, everyone wants their hunk to run faster than their neighbors'. I actually have 2 cards in my system: one pushes polys, and the other is better at shaders. If I'm in a tweaking mood, I'll switch up sometimes.For the idea of moving game logic and event processing to the graphics card, I see no long-term potential. It sacrifices encapsulation and modularity for nothing more than a modest speed boost. Your prayers have been answered. You may see Physics Cards on the market soon.They used to put game controller ports on the sound card, and they don't do that anymore. Why? Because tightly-coupled systems (where components depend on each other) fail in the market 999 times out of 1,000. (What Bloodshedder said) + How would you define a MB with on-board sound, video, and network? Or laptops, where you'd be better off buying a new one every couple years than going through the effort to keep it upgraded? 0 Share this post Link to post