shadow volumes, per pixel lighting, bump mapping, BSP, done by oxford student

This is a discussion on shadow volumes, per pixel lighting, bump mapping, BSP, done by oxford student within the Game Programming forums, part of the General Programming Boards category; http://users.ox.ac.uk/~univ1234/open...on/octagon.htm runs almost as slow as doom 3, he coded mouse movement to compensate for the slowness (i.e it basically ...

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    shadow volumes, per pixel lighting, bump mapping, BSP, done by oxford student

    http://users.ox.ac.uk/~univ1234/open...on/octagon.htm

    runs almost as slow as doom 3, he coded mouse movement to compensate for the slowness (i.e it basically speeds up)

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    Actually, Doom3 runs faster with me

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    That's really quite odd. I couldn't even run the doomIII alpha (geforcexmx 400 ) but that engine ran at 5-10 fps, but it was steady w/o hiccups. that really is an impressive engine imo, that guy is so young too.

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    21 years, young? Not quite. By the time i'm that age i might
    just accomplish the same, Or i could at least hope to

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    I wonder how these engines (doom III, the octagon engine, and any other engine using stenciled shadow volumes) will be optimized so that they can run on the hardware that already exists today ( carmack said he's shooting for his engine to be optimized for geforce 2 w/ddr ).

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    I would like to say that when I said the doom III alpha wouldn't run, I meant it ran quite slowly. I would get five to ten frames per second, but then it would freeze for a long time. My friend has a geforce 4 4200, and it runs pretty good on that (30 fps on most parts) plus his card supports bump mapping which makes everything look really really cool!

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