Jake Simpson verlässt Raven Software

Jake Simpson, einer der Hauptmitarbeiter an dem GHOUL2 System von Soldiers of Fortune 2 hat nun Raven Software verlassen und dies mit folgender Mail bekannt gegeben:

Since I´ve already had some enquires via ICQ and via my home email about stuff bouncing from Raven, I thought I´d just send out a note to confirm that yes, I am no longer at Raven. The time had come to move on, so I´m doing that. It´s a totally amicable split, it was just time to move on to new pastures. I don´t have anything set in stone long term beyond finishing a screen saver I was working on, and playing with some GameBoy code, so if you want to get a hold of me, please contact me at jakesimpson100@yahoo.com

QEXPO 2001 – Press Release

Uns erreichte folgende Mail, der Inhalt ist kurzgefasst, dass ab morgen die QExpo anläuft, eine Art Messe speziell von und für die Quake (I) Fans:

What is QExpo? QExpo, a non-profit event set up by the Quake 1 editing community, is a special virtual meeting place set up for all members of the Quake1 community to join and show their talents to the rest of the world. During the ten days, from the 20th of July to the 29th of July 2001, QExpo´s site is going to offer to all the members of the gaming world the freshest modding and mapping material from the Quake 1 community. Set up as a sort of „virtual E3“, QExpo offers each of its participants web space in the form of „booths“ to show their modding, mapping, engine-coding, skinning, modelling, etc skills. Each day of QExpo will see the release of new and exciting Quake1-related material by all the members of the community. We invite everyone to join us in this unique and exciting experience, either as participants to the many on-line events scheduled during that week (QuakeWorld tourneys and meetings, speedmapping/modding/skinning/modelling/speedrunning competitions, IRC parties) or as booth owners. If you or your team are working on a Quake 1 project and if you are ready and eager to share exclusive peeks of that project during QExpo (screenshots, articles, demos or (even better) files), then we invite you to write yourselves in at http://qexpo.condemned.com. Create a booth and join the many that have already applied. Applications for booths will be closed by the 19th of July at 6pm EST, so, while it´s not too late, signup! For interacting with other participants and the coordinators, visit QExpo´s forum at Inside3D. We hope to see you all there, Long live the Quake 1 community.

Eigenes Gesicht auf Playermodels

Bei Freenet.de wird momentan von einem sehr interesannten Tool berichtet. Es nennt sich Code37 (15 MB) und damit kann man sein eigenes Gesicht für 3d Modelle reinbasteln. Man benötigt von sich selbst eine Frontalaufnahme und eine seitliche Aufnahme des Gesichts. Im leicht zu bediendenden Programm muß man dann noch die Position von Nase Ohren etc. angeben. Vorerst kann man sich dann auf einem vorgegeben Model begutachten. Wenn ich es richtig verstanden habe, dann kann man diesen Entwurf für 5 EURO hochladen, und hat dann die Möglichkeit dafür eine Skin für Unreal Tournament, Quake III Arena, Sims, Half Life oder Counter-Strike zu erhalten. Auch wenn man nicht das Geld ausgeben möchte, ist es ein sehr praktsiches Tool zum herumspielen um lustige Bilder zu erzeugen :)

Doom 3 Frame Rate

John Carmack ist es momentan wohl zu langweilig :), deswegen gibt es schon wieder neue Infos von ihm über Doom und die damit erzielte Frame Rate. Bei GF2 wird man nicht über 60fps kommen, und mit der GF3 wird man 30 fps bei allen Details haben. Naja, aber wir haben ja vor dem Q3A Release auch schon vieles verprochen bekommen… Hier der gesamte Text:

Obviously, any game done with the new Doom engine is going to run slower than a game done with Q3 technology. You can make some of it back up by going to the simpler lighting model and running at a lower resolution, but you just won´t be able to hit 60+ fps on a GF2. The low end of our supported platforms will be a GF1 / 64 bit GF2Go / Radeon, and it is expected to chug a bit there, even with everything cut down. There are several more Q3 engine games in the works that will continue to run great on existing systems, and Doom is still a long ways off in any case, so there will be a lot more upgrades and new systems. We are aiming to have a GF3 run Doom with all features enabled at 30 fps. We expect the high end cards at the time of release to run it at 60+ fps with improved quality. This is an intentionally lower average FPS for the hardware cross section than we targeted for Q3, but still higher than we targeted Q2 and earlier games (before hardware acceleration was prevalent). In the GLQuake days, light maps were considered an extravagance („Render the entire screen TWICE? Are you MAD?“), and some unfortunate hardware companies just thought increased performance meant higher resolutions and more triangles instead of more complex pixel operations. Five passes sounds like a lot right now, but it will be just as quaint as dual texturing in the near future. I am quite looking forward to 100+ operations per interaction in future work.

John Carmack über ATI, Nvidia und Doom

Bei slashdot.org kann man nun einige Kommentare von John Carmack zu der momentanen Situation der Grafikkartenchips im bezug auf Doom nachlesen:

The standard lighting model in DOOM, with all features enabled, but no custom shaders, takes five passes on a GF1/2 or Radeon, either two or three passes on a GF3, and should be possible in a clear + single pass on ATI´s new part. It is still unclear how the total performance picture will look. Lots of pixels are still rendered with no textures at all (stencil shadows), or only a single texture (blended effects), so the pass advantage will only show up on some subset of all the drawing. If ATI doesn´t do as good of a job with the memory interface, or doesn´t get the clock rate up as high as NVidia, they will still lose. The pixel operations are a step more flexible than Nvidia´s current options, but it is still clearly not where things are going to be going soon in terms of generality. I fully expect the next generation engine after the current DOOM engine will be targeted at the properly general purpose graphics processors that I have been pushing towards over the last several years.