Patent Issue Delays Doom 3 Source Code Release
An anonymous reader writes "id Software is still planning to release the Doom 3 source this year, but it's been delayed by a patent issue that's causing John Carmack to personally rewrite some of the code. The patent issue in Doom 3 concerns the Carmack's Reverse algorithm and has led Carmack to rewrite it in the open-source Doom 3."
This time, the pages linked from the story are very helpful. Carmack independently discovered the algorithm a few months after Creative's employees. They properly patented the process. I'm not sure how it escaped litigation this long; Carmack's lawyers were right to question this issue before the code release.
This has all been above-board WRT Creative. It merely raises the question again as to whether patents should last over 10 years, or whether patents should be issued for software in the first place.
Gamingmuseum.com: Give your 3D accelerator a rest.
I realize there may be a financial incentive for rewriting what is no doubt a fair chunk of one of the key "selling points" of the DOOM 3 engine, however I'm glad to see that this is being done so the source can be released *publically*. Even if not much comes from it, I personally enjoy going over the code released from id Software...it's like going and in time and watching Da Vinci with a hammer and chisel.
(Yes, yes "Carmack's no Da Vinci", but he is as close to one as most Programmer's can get.)
"When I am king, you will be first against the wall..."
I sent John Carmack an email about this back in April 2009:
Hi John,
I believe you've said publicly that you are planning a GPL release of the Doom 3 source code, but I remember around the time the game was launched you had Creative holding a patent on the shadows algorithm, and you assuaged them by including support for EAX. Is that still causing problems?
-Dave
When we release the code (no date set), anyone that uses it would potentially be infringing. There are workarounds at a modest performance cost.
John Carmack
It sounds like id's lawyers are asking him to implement one of the workarounds he mentioned before he makes the public release.
In addition if anyone remembers, there were plenty of issues between id, Creative and (wait for it) Gravis. Yes, for anyone old enough to remember those days, the UltraSound card by Gravis was the first wave table sound card and VASTLY superior to anything (non)Creative Labs ever put out.
id's support of the UltraSound card was a bone of contention for Creative and I can easily see that Creative would have a hair across their collective ass(ets) including something they (creative) might want to litigate for.
I remember very well - I followed the GUS to market on Usenet and preordered one before they came out. Despite a rough initial release, especially with driver issues and a lack of much native support (due to SB/ADLIB support in software only), it was still an incredible soundcard for it's time and I remember it very fondly.
Interestingly (and to bring this post back on topic), id Software were one of the first commercial game companies to provide support for the Gravis Ultrasound and as the parent points out it caused a fair amount of friction at the time. Bear in mind that this was back in the days of id's Doom - a smash hit that was single-handedly responsible for selling a crapton of ethernet cables, modems and routers due to the, novel and the time, 4 player networking support build in to the game. Native support of the Ultrasound (which sounded FAR FAR FAR better than the SoundBlaster) had the potential to sell a lot of sound hardware too, something Creative clearly felt threatened by.