[quake3] Elite Force Comparison Shots

Thilo Schulz arny at ats.s.bawue.de
Wed Mar 5 18:23:28 EST 2008


On Mittwoch, 5. März 2008, Stephan Reiter wrote:
> 3. Backport the changes to the latest revision of the ioquake3 code. I
> think you'd be happy to get it this way and not with included EF stuff.
> Thilo's patch should be easy to apply, because I'm basically just touching
> code in the renderer-subdirectory.

Yes, indeed. I can always resolve conflicts in my patch at a later time..
So, don't be considerate about the EF patch.

> http://picasaweb.google.de/stephan.reiter/EliteForceComparisonShots

http://picasaweb.google.de/lh/viewPhoto?uname=stephan.reiter&aid=5174363176888592129&iid=5174363395931924450
This is one of the more impressive shots.

By the way, I got a few things on my mind still:

Firstly, if you did not change too much in the renderer, you should be able to 
use the built-in /video command in ioquake3 to record videos. In more recent 
revisions, a bug in sound recording was fixed, so if you use that one and 
don't use OpenAL you can even record sound. You can record videos with higher 
resolutions, as the engine will record a constant 25fps and will slow down if 
the performance does not suffice such that the time scale is correct in the 
video.

Secondly, I was curious whether the rendering in your ioquake3 version is 
already multicore capable.

And thirdly, complexity in ray-tracing is probably also dependent on the 
number of triangles in a scene. I also had the impression that the videos 
showed maps with not that many polygons.

Fourthly, what are windows users going to do? g++ is not common there as you 
probably know.

That's enough questions for now :)

-- 
Thilo Schulz
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