[quake3] Quake 3 Raytracing Patch
stephan.reiter at gmail.com
Fri Mar 7 14:31:03 EST 2008
You know, the fact that the source code for Daniel Pohl's project is still
not available after all these years was one of the reasons why I considered
donating my work to the ioquake3 project. I simply hope that some people
pick it up and continue development because there's still so much to do,
more than a single person can handle! I don't want my diploma thesis to just
leave some screenshots and a long text behind. I want it to have a future
and I want it to be useful for others, who might be interested in learning
I was also working on a "level viewer" like Daniel Pohl (see
http://www.youtube.com/watch?v=F31kVvyx1Fw), but that can hardly be
considered a game. It's more useful for benchmarking of raw ray tracing
performance Now, ioquake3 on the other hand can be used to assess the
quality of a raytracer when it comes to real world gaming environments.
----- Original Message -----
From: <monk at rq3.com>
To: <quake3 at icculus.org>
Sent: Friday, March 07, 2008 8:10 PM
Subject: Re: [quake3] Quake 3 Raytracing Patch
>>> And finally the lighting is of course very different and sometimes
>>> not what
>>> you would expect. Considering that quake3 was never meant to be
>>> this is understandable.
>> Actually it has been done, with quite success:
> I had wondered about that. However:
> No source for downloading. And I don't think that's Quake 3. It's just
> using Q3 assets. Under "about":
> "The game engine was written from scratch..."
> They use http://www.openrt.de/ for their raytracing engine, I guess, and
> just load Q3 stuff. Kinda like those Quake 1 projects that can load Q3 or
> Doom 3 assets.
> This is the first RT project I've seen that adds an additional renderer to
> an existing game engine and the first one that I've seen opensores.
> OpenRT sure as 'eck ain't opensores...
> So kudos, you RT renderer codin' guy! Thanks!
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