CARNAGE,
is a Excelent engine, you can send me the source code?
and editor source code...
a question ... is possible a SDL render?
my email is :
info_coldev@yahoo.com
thanks...
Colombian Developers.
Tomkh at
Hello,
I'm glad that you like Carnage,
but actually there is not much to learn from there that you
can't learn from other sources.
For me it was basically a project to gain some experience
in real-time 3d graphics programming.
I've used some pretty well known techniques:
affine texture mapping with perspective correction every 16 pixels
(calculated in FPU, like Quake 1),
also pretty standard lightmapping technique with
texture caching (with full RGB lights though, done
in 16bpp, and static texture cache for lightmapped texture fragments
where fragments are sorted by their height).
I've also used custom HSR (hidden surface removal) algorithm,
where you can use concave rooms separated by polygons called
portals and using projected 2d polygon clipping to determine
visibility of rooms through those portals.. quite good for high poly
count inside single room also not very hard to implement,
but require some manual portal editing for the artist.
I've also used span-buffer for final 0% overdraw,
which is not much different than the one in Quake 1 (I suppose),
though I was using simple Z-sort for polygons (not BSP perfect sorting),
so sometimes there are minor bugs in polygon drawing order.
So really, I encourage to check out other sources,
search for:
fatmap.txt <- fast affine texture mapping in asm
Quake 1/2 sources <- they are publicly available for many years
Cheers
--Tom
coldev at
Tomkh said
Hello,
I'm glad that you like Carnage,
but actually there is not much to learn from there that you
can't learn from other sources.
For me it was basically a project to gain some experience
in real-time 3d graphics programming.
I've used some pretty well known techniques:
affine texture mapping with perspective correction every 16 pixels
(calculated in FPU, like Quake 1),
also pretty standard lightmapping technique with
texture caching (with full RGB lights though, done
in 16bpp, and static texture cache for lightmapped texture fragments
where fragments are sorted by their height).
I've also used custom HSR (hidden surface removal) algorithm,
where you can use concave rooms separated by polygons called
portals and using projected 2d polygon clipping to determine
visibility of rooms through those portals.. quite good for high poly
count inside single room also not very hard to implement,
but require some manual portal editing for the artist.
I've also used span-buffer for final 0% overdraw,
which is not much different than the one in Quake 1 (I suppose),
though I was using simple Z-sort for polygons (not BSP perfect sorting),
so sometimes there are minor bugs in polygon drawing order.
So really, I encourage to check out other sources,
search for:
fatmap.txt <- fast affine texture mapping in asm
Quake 1/2 sources <- they are publicly available for many years
Cheers
--Tom
thanks for reply,
our purpose is use a little engine,
quake engine is very BIG source code, not fast learning curve,
the present engines, is OPENGL , and accelerated versions,
our looking for a pure software render engine,
for portable purposes, will use SDL render,
carnage is excelent for our features,
you can gift source code,,
pleaaasseeeeeee...
info_coldev@yahoo.com
is GPL license?
thank you,
Colombian Developers
http://coldev.cjb.net
coldev at
please Tom, not are bad,
please gift us the source code,
is very impotant for our project
is a 3D engine, for fenix compiler (fenix.divsite.net)
actually, fenix not have 3d engine,
and you engine is perfect , please
only for freeware purposes(GPL),