3 ms·
I've recently re-watched John Carmack's 2004 Quakecon keynote (https://www.youtube.com/watch?time_continue=602&v=OOVUZZr655o https://www.youtube.com/watch?time_
by klaussilveira 1y ago
I've recently re-watched John Carmack's 2004 Quakecon keynote (https://www.youtube.com/watch?time_continue=602&v=OOVUZZr655o https://www.youtube.com/watch?time_continue=602&v=OOVUZZr655...), which happened during the Doom 3 launch. In that keynote, he mentions that he didn't see any differences between stencil and shadow maps. He mentions that he experimented a lot with both approaches, before settling for stencil shadows which were much faster.
I got curious about that statement, since shadow maps tend to look much different. I also knew that he left part of the experimental renderer in the GPLed code. So, I've decided to go on that rabbit hole of Doom 3 graphics, specifically Carmack's experimental renderer and ended up implementing his approach, as well as adding some poisson disc sampling and fixed the peter panning: https://github.com/klaussilveira/exp-dhewm3 https://github.com/klaussilveira/exp-dhewm3
I also spend a lot of time on archaic game engines. I like to call it software archeology.
- thraway3837 1y agoCan you post screenshots or gifs/video comparisons of your updates to the renderer vs the original? Either directly in the readme or links? Keep up the good work!
- klaussilveira 1y agoOh, sorry about that! This is D3 with shadow mapping: https://i.imgur.com/TvnFuDG.jpeg https://i.imgur.com/TvnFuDG.jpeg You can only notice it is not stencil when you get up close: https://i.imgur.com/WtWojG2.jpeg https://i.imgur.com/WtWojG2.jpeg https://i.imgur.com/4dniMOT.jpeg https://i.imgur.com/4dniMOT.jpeg In Carmack's experimental renderer, peter panning was quite high: https://i.imgur.com/u2ZZJTR.jpeg https://i.imgur.com/u2ZZJTR.jpeg This is my version with tweaks and poisson sampling: https://i.imgur.com/nPI6H5a.jpeg https://i.imgur.com/nPI6H5a.jpeg