Domain: 3dshack.com
Stories and comments across the archive that link to 3dshack.com.
Comments · 11
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What the?
Beyond that, gamers are smarter, more likely to go to college, have more friends, read more, and get better-paying jobs than non-gamers.
You need to read some gamer forums. See how quickly those notions disintergrate. I suggest sCary's, Cut 'n Paste Extreme, and GameSpy. People think Slashdot trolls are bad? Gamer forums are easily 10 times worse. -
Re:CTF developement
I'm not sure if I misunderstood your post, but FYI, Threewave for Q3A was released months ago.
Pablo Nevares, "the freshmaker". -
Working .plan link
Looks like the PQ fingertracker choked under
/. Here is a .plan update link from my webserver which can handle it.
-Steve Gibson -
mirrors
If the link doesn't work (planetquake tends to puke under load), here's a few others:
3dshack finger server
bluesnews finger server
You could always just finger johnc@idsoftware.com, but I really don't recommend it.... I don't think the id server can take the load.
The offending page is here: http://w ww.quakelives.com/main/ql.cgi?section=dlagreement& file=qwcl-win32/
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the winner
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this is true today!
or up until today. MS just released a patch (I got it from a link here) that lessens the amount of packets sent over high speed connections. I had known this was a problem for a while, because when I switched to using a linux MASQ box to get to the net instead of plugging my winbox right into the cable modem, my pings halved and my download speeds doubled.
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You mean Activision CEO
This story says that id CEO Todd Holleshand says it's gold as far as id is concerned: here
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Re:Salon? The Onion? What about Scary's 3D Shack?
True enough. But purely fyi, the reference has already been archived here.
I love the web. It's like a blackhole of compressed silliness from which productive time cannot escape. -
Salon? The Onion? What about Scary's 3D Shack?This was featured here, too, in Scary's wack links section last week:
http://www.3dshack.com/shack_stu ff/wacklinks.shtml
Finally, a journalist breaks the story first
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GPU AccelerationA lot of confusion seems to be going around about that whole GPU T&L thing when applied to Quake3, well Shugashack amazingly enough has the answer from one of the developers working with Quake3 technology. Here you go, right from the Shack. His benchmarks of the card are pretty good too.
Quake 3 does indeed use T&L and will take advantage of any hardware supporting it. It uses OpenGL's transformation pipeline for all rendering operations, which is exactly what T&L cards such as the GeForce accelerate.
Well what if Q3 used the other stuff besides the transform engine? The other three real features are the per-vertex lighting, the vertex blending, and the cube environment mapping. Since Quake 3 has static world lighting, one of the only places for the lighting to be useful would be for the character lighting, especially for dynamic lights. The current character lighting implementation is pretty quick though, I don't really see *too* much of an improvement there, though it is worth mentioning. The vertex blending may help skeletal animation, but since the current test has no skeletal animation, it would not help it at all in the current benchmarks. And the cube environment mapping won't help the game at all, since the game doesn't use cube environment mapping to begin with.
While I'm at it, the use of OpenGL doesn't necessarily mean that all games will be accelerated by the GeForce's T&L. Such examples are Unreal engine (including UT) based games. Its architecture is very different from QuakeX's and cannot benefit from T&L hardware without rearchitecting the renderer, as Tim Sweeney has said before. -
GPU AccelerationA lot of confusion seems to be going around about that whole GPU T&L thing when applied to Quake3, well Shugashack amazingly enough has the answer from one of the developers working with Quake3 technology. Here you go, right from the Shack. His benchmarks of the card are pretty good too.
Quake 3 does indeed use T&L and will take advantage of any hardware supporting it. It uses OpenGL's transformation pipeline for all rendering operations, which is exactly what T&L cards such as the GeForce accelerate.
Well what if Q3 used the other stuff besides the transform engine? The other three real features are the per-vertex lighting, the vertex blending, and the cube environment mapping. Since Quake 3 has static world lighting, one of the only places for the lighting to be useful would be for the character lighting, especially for dynamic lights. The current character lighting implementation is pretty quick though, I don't really see *too* much of an improvement there, though it is worth mentioning. The vertex blending may help skeletal animation, but since the current test has no skeletal animation, it would not help it at all in the current benchmarks. And the cube environment mapping won't help the game at all, since the game doesn't use cube environment mapping to begin with.
While I'm at it, the use of OpenGL doesn't necessarily mean that all games will be accelerated by the GeForce's T&L. Such examples are Unreal engine (including UT) based games. Its architecture is very different from QuakeX's and cannot benefit from T&L hardware without rearchitecting the renderer, as Tim Sweeney has said before.