IdTech4 Open Source: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
Tels (talk | contribs)
add
 
Tels (talk | contribs)
m update todo
Line 1: Line 1:
id Software has a long history making the code to their engines open source after a while. Even after being sold to Zenimax, this trend continued. Here is a small list:
id Software has a long history making the code to their engines open source after a while. Even after being sold to Zenimax, this trend continued. Here is a small list:


Todo: include here list of titles that were already released.
'''Todo: include here list of titles that were already released.'''


So there is hope that idTech4 (the engine behind Doom 3 and Quake 4) will also be open sourced. For The Dark Mod this means that we can fix a long list of issues that are currently not possible.
So there is hope that idTech4 (the engine behind Doom 3 and Quake 4) will also be open sourced. For The Dark Mod this means that we can fix a long list of issues that are currently not possible.


Here is a small, incomplete list, in no particular order:
Here is a small, incomplete list, in no particular order:
'''Todo: add more examples'''


{|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100%
{|class="wikitable sortable" border=1 cellspacing=0 cellpadding=2 width=100%

Revision as of 05:44, 29 October 2010

id Software has a long history making the code to their engines open source after a while. Even after being sold to Zenimax, this trend continued. Here is a small list:

Todo: include here list of titles that were already released.

So there is hope that idTech4 (the engine behind Doom 3 and Quake 4) will also be open sourced. For The Dark Mod this means that we can fix a long list of issues that are currently not possible.

Here is a small, incomplete list, in no particular order:

Todo: add more examples

Category Issue Possible outcome
Sound EAX does not work under Linux. Works there, too.
Graphic The lightgem needs to render to a texture and transfer this texture back to the CPU via a complicated in-memory file scheme. Performance increase.
Graphic No instancing. Multiple instances of the same model are all rendered one by one, instead of uploading it once and then telling the graphic card to render them all in one go. Performance increase.