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Quake III GPL'd

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PostPosted: Thu Oct 06, 2005 2:24 am | Post subject:
crioux
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It's only software rendering right now, but I am currently working on support for various 3d chipsets, including the 2700g. Check back in a few weeks and I might have an update for ya.

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PostPosted: Thu Oct 06, 2005 10:45 am | Post subject:
d0pefish
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That's AWESOME crioux! Smile

I'll second the wish for i2700G support on the Axim X50v. That'd be kickass!

Will there be any hope of getting it to run on the X50v, as it's "only" a 64mb RAM device..?

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PostPosted: Thu Oct 06, 2005 7:30 pm | Post subject:
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crioux wrote:
It's only software rendering right now, but I am currently working on support for various 3d chipsets, including the 2700g. Check back in a few weeks and I might have an update for ya.



Hi!
You can use the PowerVR SDK's and it works with almost 3D chipsets Smile.

Thanks for the Port Smile.

http://www.pvrdev.com/

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PostPosted: Thu Oct 20, 2005 3:53 am | Post subject:
crioux
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skirep wrote:

You can use the PowerVR SDK's and it works with almost 3D chipsets Smile.



Yep, just procured an Axim x50v and i'm working to ensure the game works on it, using the powervr sdk. Note, that the pvr sdk is only a 'light' mode implementation of opengl-es, not a 'common' mode, so everything has got to be going in as fixed point. Also, the axim and most handhelds have no floating point chip.

So, I'm converting all of quake 3 over to using fixed point everywhere. When I dig myself out of precision hell (probably by this weekend), I'll see about pushing out another release.

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PostPosted: Thu Oct 20, 2005 3:31 pm | Post subject:
d0pefish
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Crioux, you rock. I've cleared out my CF card ready! Very Happy

Keep us posted with your progress!

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PostPosted: Tue Oct 25, 2005 2:05 am | Post subject:
crioux
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Status update:

I've seen first light on the x50v port. It's now compiling with all the hardware stuff working. No word on frame rates yet, but things are looking up.

Working on getting it to fit within a 32MB memory footprint, and it will auto-tune itself based on your memory configuration.

Also, the axim has fewer buttons than I'd like, so I'm specializing a configuration for the restricted button setup that gets most of the useful functionality in there. I may add the ability to access the touch keyboard and/or things like console using chorded keypresses or something. Still thinking on that.

More as news breaks.

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PostPosted: Tue Oct 25, 2005 2:11 am | Post subject:
crioux
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Yeah, and that means I converted all of Q3A over to fixed point. I actually have a #define that lets you switch from fixed point everywhere to floating point everywhere, lovingly hand-tuned for precision Razz

Anyway, nuff tootin the horn, back to code.

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PostPosted: Tue Oct 25, 2005 7:36 am | Post subject:
skirep
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Thanks Crioux!
You can put it to download Shocked Shocked

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PostPosted: Tue Oct 25, 2005 12:02 pm | Post subject:
d0pefish
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Crioux, I'm on the edge of my seat here having read this! Very Happy

I'm ill and off work for a few days, it'd be awesome to be able to have a bit mess around with this while I'm not doing anything Smile

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PostPosted: Thu Oct 27, 2005 7:01 am | Post subject:
Mr X
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Cool.

Check my post at http://www.pocketmatrix.com/forums/viewtopic.php?t=20065 for 2700g performance tips.

Basically you want to reduce your draw calls as much as possible by combining geometry. Doing this in yeti raised the framerate from 18 to 30fps.


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PostPosted: Thu Nov 03, 2005 3:27 am | Post subject:
crioux
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I am currently achieving 15-25 FPS on the x50v, and it's totally playable. Expect a release sometime this weekend. The memory footprint has been tightened up (although some unconventional memory tricks were used, more on that at a later date).

As for batching and reducing draw calls, the guys at iD already did a lot of that in the Q3A codebase. Turns out that the part that slows things down the most is the bot AI, due to all the complex path-tracing and scene intersection testing code. Having 4 bots in the arena slows things down to 5-10 FPS depending on how much activity is going on. Working on that now.

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PostPosted: Thu Nov 03, 2005 3:35 am | Post subject:
Mr X
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Cool. Look forward to seeing it.


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PostPosted: Thu Nov 03, 2005 8:31 am | Post subject:
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crioux wrote:
I am currently achieving 15-25 FPS on the x50v, and it's totally playable. Expect a release sometime this weekend. The memory footprint has been tightened up (although some unconventional memory tricks were used, more on that at a later date).

As for batching and reducing draw calls, the guys at iD already did a lot of that in the Q3A codebase. Turns out that the part that slows things down the most is the bot AI, due to all the complex path-tracing and scene intersection testing code. Having 4 bots in the arena slows things down to 5-10 FPS depending on how much activity is going on. Working on that now.



I can't wait! I can't Wait! Smile.

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PostPosted: Thu Nov 03, 2005 2:35 pm | Post subject:
d0pefish
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I really hope this works with Windows Mobile 5 - do you think it will? I've upgraded my X50v to it. Smile

Also, is multiplayer support there?

Thanks so much Crioux, im so excited! Very Happy

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PostPosted: Thu Nov 03, 2005 7:32 pm | Post subject:
David Horn
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Very cool! If you get the chance, it would be great if you could send a short video and/or screenshots to me (david@pocketgamer.org) at PocketGamer when you release it. Smile


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