KREUZADER (Posts tagged doom)

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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

Quadrilateral Cowboy is built on the Doom 3 engine, which was released long ago under GNU General Public License that states that derivative works must also be released under the GPL. The result? Quadrilateral Cowboy is now open source, meaning you can hack at the source code for the first-person hack-and-heist sim.

The QC FAQ now includes download links to the source code, which is written in C++ “and includes the solution files for Microsoft Visual C++ 2010.” I understand what half of that means.

Quadrilateral Cowboy released with Steam Workshop support in place, allowing users to make their own maps for the game, but the source code obviously opens more options for people hoping to extend or change the game. For his part, developer Brendon Chung is already planning on releasing ‘deleted scenes‘ sometime in the next couple of weeks.

doom open source

Digital Foundry: Without breaking NDAs, the future of gaming technology appears to see show an even bigger bias towards GPU power vs CPU. Do you think there’s more you can do with idTech6 in terms of using GPU for tasks we’d typically associate with the CPU?

Axel Gneiting: In general it’s very hard to predict the future so we try to keep our code as simple and straightforward as possible to be able to react to any architecture. Right now it does indeed seem like we are heading into that direction.

Tiago Sousa: For the longer term I could foresee a future where many GPUs work together in a more interesting way than just the old school way of MGPU AFR [multi-GPU alternate frame rendering] and such. Particularly now that developers are trying to amortise/cache costs for being able to scale across different platforms - syncing across GPUs is becoming a big bottleneck for AFR type of approaches.

doom game development

To immerse a player into a highly interactive game environment with fast-paced action, a computer game must deliver a consistent and responsive experience. However, this may be difficult to realize when a computer game is played over a network connection because network environments introduce various constraints such as an always limited amount of bandwidth that can be used to share information, and a delay before information arrives at its destination, also known as latency or lag. Any network architecture for a computer game implements a trade between: consistency , responsiveness, bandwidth and latency requirements. Finding the right balance depends on the type of computer game and the network environment. This paper presents the network architecture implemented for the first person shooter DOOM III. This architecture improves upon previous network architectures used in the computer games Quake, Quake II, and Quake III Arena.

doom quake id software