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Messages - raynorpat

#1
Strutt your stuff! / RBDoom3-BFG VR experiement
July 17, 2016, 03:06:15 PM
Hey guys, just thought I'd pop in with a little mod I'm working on for RBDoom3, mainly fixing up some of the VR leftovers.

I have yet seen an actual working port to SteamVR/OpenVR just yet so I have done just that, started from scratch using Robert's base class he put up in a separate branch years ago.

It's not quite complete, but it's functional. Works with my old DK2. I'm interested in getting the bugs worked out so maybe I can do a pull request someday soon.
For now its Windows-only.

Probably vomit inducing, but I'm not 100% sure I have the FOV or Projection matrix correct.

Source here: https://github.com/raynorpat/RBDOOM-3-BFG/tree/new_vr
Bins here: https://dl.dropboxusercontent.com/u/3919644/rbdoom3-vr.zip
#2
id Tech 4 Engine Coding / Re: RBDOOM-3-BFG 1.1.0 preview
December 31, 2015, 12:59:22 PM
Sounds more like Source's env_cubemap then Unity.
#3
id Tech 4 Engine Coding / Re: Deferred Shading
August 28, 2014, 12:44:28 PM
Quote from: Zombie
Are there any nifty rendering features planned in the pipe? Like AO etc etc?
Not yet, but any screen space effect that requires something from the gbuffer (depth, normals, etc) would be dead simple to do.

Quote from: motorsep
Why not BFG ? More complex than idTech 4 ?
Tr3B's got the BFG market ;) Plus it was easier working in this renderer vs BFG.

Quote from: VGames
Any way to make this compatible with Sikkmod or would it require a complete overhaul for Sikkmod.
Negatory. It would indeed require an overhaul due to the different way of shading.
#4
id Tech 4 Engine Coding / Re: Deferred Shading
August 28, 2014, 12:23:24 AM
Thanks,

This is for plain old vanilla d3.
#5
id Tech 4 Engine Coding / Deferred Shading
August 27, 2014, 11:09:13 PM
Hey all,

I have yet to see anyone do any real work on optimizing the original Doom 3's renderer for modern systems. I have set out to do just that.

I forked dhwem3 on GitHub: https://github.com/raynorpat/dhewm3. It uses a subset of Tr3B's BFG framebuffer code as well.
Pics are over here of the gbuffer construction: http://imgur.com/a/gkTMW

It's still a WIP. Forward Shading is broken and the deferred lighting suffers from a lack of attenuation and shadows of course.
#6
Hey tr3b,

any reason why you haven't ported over dmap and the aas compilers?




btw, shadows look really slick, an excellent job sir.