[quake3] Elite Force Raytraced
daniel at brightfire.com
Tue Mar 4 17:13:35 EST 2008
I have a First Gen 8-core with a mid-range gfx card I'd love to try
wait for you to check in the code. Yum.
On 3/4/08, Thilo Schulz <arny at ats.s.bawue.de> wrote:
> On Dienstag, 4. März 2008, Stephan Reiter wrote:
> > I actually don't believe you, because you did a fabulous job with that
> > patch. But on the other hand, not everybody is into raytracing. I wasn't
> > until about two years ago, so ...
> You can believe me - most of the changes did not have anything to do with
> renderer at all. It was actually more a browsing through the code with the
> debugger and see how things work, how they had to be changed so it works
> > But I have to be honest: I don't think that raytracing will replace
> > rasterization anytime soon. As long as rasterization can deliver the
> > illusions we see in recent AAA games, there's no need for accurate
> > simulations of light transport. Faking reflections/refrections/etc. will
> > fine for the average gamer. It's an interesting field to do research in
> > though. :-)
> Yes, I'd like to do research on a similar problem: Auralisation, meaning:
> calculating impulse responses for sounds in rooms with some type geometry.
> just need to get my lazy ass up and start leaning the stuff behind it.
> > And indeed, EF is still fun to play! I used to work on a coop-mod for
> > but with the release of the single player source code it kinda lost its
> > appeal. ;-)
> Oh yes, I remember the coop mod. I was an active news admin at
> www.hazardteam.de back then and covered that story frequently.
> Thilo Schulz
Some people building C++/Obj-C code on OS X with Xcode and who have a
problem to solve think: "I know, I'll use the Boost Libraries". Now they
have two problems--three if they are planning on using Boost for regular
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