Irrlicht idea/Shout out for help on my project!

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n321
Posts: 7
Joined: Mon Aug 14, 2006 8:20 pm

Irrlicht idea/Shout out for help on my project!

Post by n321 »

Ok...I did not know the best place to post this so I picked here! It is kind of a misc. topic so moderators please feel free to move and accept my apologies!

How many of you have heard of the Quake 3 Engine?...Every one had better be raising their hands....How about Quake 4...that’s what I thought!
There is out as of now a Q3 engine mod called xreal that adds Q4 graphical features to the Quake 3 engine...I have taken this mod and completely redone the game code for a Full SP game!

Here is what I have found. Irrlicht supports ALL of the same features (graphic) as Q4...and Xreal...BUT I cant seem to find a complete SP game frame work ready for development for irrlicht...also it has no such things like a shader system or GL programs set up. Xreal does...Xreals Doom 3 code is free and technically can’t be bound to the GPL License...but the Q3 engine can! Xreal and my SP code makes up a FAST easy to use FPS game frame work. One that is easy to develop on...easy to use...and fast! But it is GPL Because of Q3.

My idea: /////

What if some one were to take Xreal (all the same features as Doom 3) and swap out the modified Q3 Render for irrlicht...keeping all other features...maybe adding better parallax mapping and ARB support...what would we have?

Well after the render is swapped out the only other thing bound by GPL is the game code...The code That I have changed...So We would have a ready to use...proven...FAST...Doom 3 engine like...ENGINE! Free!!!! NO GPL!!!! (well it dont have to be free!) ... So because I am not a advanced programmer I will give my idea and ask this question...how impossible is this?!

Plans://///

Ok for the last year I have been working on a project! I am a film student in California USA...I have a great talent for story writing....I have advanced my skills as a game artist (modeling and textures ect) and have started to develop my skills in programming! I have re written the Q3 game code to be a full SP game...I have added features to give me the ability to effectively tell my story...and the game is coming along greatly! So great that I think it could be...more then a free game...if it weren’t GPL!

The game is Doom 3 quality (more close to prey looks)...uses all Doom 3 technology...!!! has a compelling story that will engulf the imagination of anyone who plays it, including action, mystery, romance...in all the story toys with the human emotion...and twists it in to a pretzel!!!

So I am posting my idea for an engine...
I also have found something...It will take me forever to finish this project on my own! So...I am also posting to see if my plans interest anyone. I am actively looking for help...pay is not guaranteed as the outcome of the project is not set. BUT if a hobbyest is out there looking for a place to use his skills...I am looking to put together a small team!

Even if the engine idea is not feasible I am still continuing my work...the game may stay open source...or I may find a talented programmer who van make a engine like the one that I am using now that we can port to...I don’t know!

If anyone is interested in joining my team please email me at ncgproductions@hotmail.com I have a full story made and written to perfection. I have sat down with a professor of human sciences (expert on emotion) and he has helped me make a story that will captivate everyone’s imaginations! I will send any interested persons info on the project and story!

ALSO If there is a magnificent programmer who thinks that this engine task is possible and would like to join my team and be apart of telling a great story I would be excited and honored to hear from you. Please Email at the same address above.

Here is a list of talent that I am looking for. Most of the art positions I can do and am doing but I need help!

* Modeler (for normal mapped engines...some one who can model very high poly models)

* Texture Artist (for normal mapped engines...Diff, Spec, Local)

*Quake3/Doom3 engine map artist (self explanatory...I will do a lot of this myself)

*Programmer (not for the engine...that will be a project in its own!!! But for basic game programming...I have most SP code added but there is still stuff to be done!)

And that’s it! I have a Sound artist already on board. I have a recording studio (pro quality) and voice artists for characters voice overs.

I hope this post will spark the interest of others, Please visit my site (not yet completed) at ncgproductions.bravehost.com Also please post on my forums any interest or....anything (go to site and click on forums!)

Thank you for your time!
n321
Posts: 7
Joined: Mon Aug 14, 2006 8:20 pm

Post by n321 »

Ok for the ppl who dont understand the Q3 engines code and make up it consists of 4 major parts. And exe file (duh) which has all renderer code. A cgame.dll which has all client side game code. A game.dll which is strictly game play code. and a uix86.dll and this is all ui code...duh!

Here is a list of all features that Xreals renderer code adds to Q3's normal code...it would need to be copied or emulated exactly with an irrlicht version! most features are already in irrlicht and the ones that are not can be ripped from xreal as long as its not q3 code!

code/cgame
-light bloom rendering
-new hud


code/game/shared
- matrix math
- quaternion math
- improved tokenizer


code/game
- experimental Lua 5.1 layer for level entity scripting allowing map designers to control entities like in Doom3


code/renderer
- new OpenGL extension GL_ARB_transpose_matrix
- new OpenGL extension GL_ARB_vertex_program
- new OpenGL extension GL_ARB_vertex_buffer_object
- new OpenGL extension GL_ARB_shader_objects
- new OpenGL extension GL_ARB_vertex_shader
- new OpenGL extension GL_ARB_fragment_shader
- new OpenGL extension GL_ARB_shading_language_100
- new OpenGL extension GL_EXT_texture_filter_anisotropic
- new OpenGL extension GL_EXT_stencil_wrap
- new OpenGL extension GL_EXT_stencil_two_side
- new OpenGL extension GL_EXT_depth_bounds_test
- new OpenGL extension GL_EXT_framebuffer_object
- GLSL rendering capabilities in renderer backend
- tangent space calculations for normal mapping based rendering techniques
- directional specular bump mapping
- basic .mtr shader support
- cubemap based reflection mapping
- cubemap based refraction mapping
- cubemap based dispersion mapping
- dynamic and static lights use Doom3 style boxed lighting attenuation
- heatHaze post process effect
- simple glow post process effect
- light bloom post process effects
- anisotropic texture filtering
- skeletal animation
- Doom3 .md5mesh model file format support
- Doom3 .md5anim animation file format support
- deluxe mapping: N dot L based lightmapping supported by q3map2


compile your maps with -light -deluxe to use this feature

- added uniform lighting and shadowing model


dynamic lighting and shadowing on everything: world surfaces, brush model surfaces, .md3 surfaces and .md5 surfaces [cg/r]_shadows 1 = blob, 2 = planar projection, 3 = robust stencil shadow volumes (Doom3/Nvidia style)

- r_dynamiclight 2 skips precomputed lighting and uses pure realtime lighting and shadowing
- r_lighting cvar determines lighting mode


0 = diffuse lighting, 1 = bump mapping, 2 = specular bump mapping, 3 = specular parallax bump mapping

- usage of vertex buffer objects to speed up rendering of large static models


code/q3_ui
- lighting mode game option
- bloom rendering game option
- anisotropic filter value slider in graphics options


code/qcommon
- optional per triangle collision detection for world surfaces


code/common/aselib
- fixed bad Doom3 paths


code/common/mathlib
- matrix math


code/common/scriplib
- improved tokenizer


code/xmap
- Doom3 .map file support Version 2
- Quake4 .map file support Version 3
- support for new entity epairs like "rotation" matrix
- basic .mtr shader support
- .lwo misc_model support
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