Doom 3 source code packaged and tested. - by lost_soul
Al_B on 17/11/2011 at 23:31
Quote Posted by Bjossi
One line of changed code can completely change the way thousands of lines function.
Yes, of course it can. However, this was in the specific context of changing things just enough that it made problems with the patent less likely. If the change had taken a long time then I would probably be more concerned - but I suspect that he had a very good idea about exactly what needed to be changed. I'm possibly being overly optimistic I suspect it will have an imperceptible visual effect and hopefully the major problems with the release will now be resolved.
lost_soul on 18/11/2011 at 03:10
"If something manages to somehow break within the Dark Mod due to a change in six lines of code for stencil shadow volumes, I'll drink my own urine."
We're talking about a mod that users the lighting data to explicitly determine how visible the player is. In this case, the way the lighting works is pretty important. The TDM folks didn't have access to the full source code, so IIRC they had to do something cleaver to determine player visibility. Thus there is a chance that TDM won't work properly with the vanilla D3 source as it comes out.
But that doesn't really matter. I'm sure people will dive into it and fix the issue. We can just use the official Doom 3 binaries until the source-infused TDM exists.
New Horizon on 18/11/2011 at 03:26
Quote Posted by lost_soul
We're talking about a mod that users the lighting data to explicitly determine how visible the player is. In this case, the way the lighting works is pretty important. The TDM folks didn't have access to the full source code, so IIRC they had to do something cleaver to determine player visibility. Thus there is a chance that TDM won't work with the vanilla D3 source as it comes out.
It is highly unlikely that this would cause any issues. Basically, Carmack has just rewritten the code in a slightly different way to bypass the patent and yet achieve the same result.
Unless it were to somehow completely remove shadows from the game, there is no way this would affect our lightgem calculation.
Our gem calculation is achieved in the following way.
A physical model in the shape of an octohedron (invisible to the player) is attached to the player position.
Basically looks like this...
Inline Image:
http://freemathdictionary.com/wp-content/uploads/Octahedron.jpgA camera takes alternating top and bottom snapshots of the model. We then analyze how much of the 4 faces are in shadow from both the top and bottom rendershots. The results are then averaged for the final lightgem reading.
So unless Carmack completely gutted shadows from the engine, there's absolutely nothing to worry about.
wonderfield on 23/11/2011 at 04:11
Windows 8 has a real problem with one of these files for some reason. Won't even let me look at it in an Explorer window without the thing crashing itself out.
Curious.
Volitions Advocate on 23/11/2011 at 05:21
well in all fairness windows 8 is a buggy mess at the moment, which is only to be expected. I can't even shut down.
will download later, after homework is done.