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Reputation: 1329 My posts turn threads into gold
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Everything EDuke32 (723 posts)
21-December 09
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User is offline Jun 27 2019 09:44 AM

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Topics I've Started

  1. PolymerRTX

    11 September 2018 - 06:27 AM

    Hey guys,

    In an effort not dereail other threads, I've decided to start a new topic on what I plan on doing next. I'm only in the preliminary stages of planning it out, and I would like to do this right this time around. When Microsoft released the DirectX Raytracing Fallback layer back in March, I began playing around with small raytracing reciepies. Nothing too crazy. Since my 1080 doesn't have hardware acceleration for denoising, I tried creating a temporal denoisor, but that yeiled shitty performance, and edge cases were you would get brief hall of mirror type issues. Regardless I'm digressing.

    What I want to do is create a raytracing renderer for eduke32. The first question I'm going to get is, "what kind of hardware am I going to need to run this"?. Currently I have a build map viewer running in DXR, and in E1L1 with a single ray on my 1080 I get about 140fps at 1080p. I also ran the same experiment on a 980TI and got around 160fps(believe it or not the 980 TI is better for DXR FL then the 1080 is). What does single ray mean? Basically in a nut shell you get geometry and textures and that's it(in my experiments I didn't add textures yet, just "vertex style" lighting). No complicated lighting, reflections or AO.

    Going forward with this, I don't want to be as heavy handed with the eduke32 codebase as I was in the past, which is why I don't want to shove DXR into the codebase. I'd really prefer to use Vulkan, but the Vulkan raytracing extensions aren't released yet, and Vulkan Raytracing probably won't have a emulation fallback layer, so it would require a 20xx series initially. Initially I'm thinking I develop my work in a dll that utilizes Nvidia Optix to render the raytracing buffer to a OpenGL texture, and create various hooks into Polymer to make this all work.

    First pass of this I imagine of just shoving triangle soup into the BVH acceleration structures and just using the hardware raytracing acceleration.
    Second Pass: I would like to get rid of all the geometry and simply raytrace against the data, you would get a more classic renderer with next-gen effects. Basically imagine a renderer that behaved like classic, but rendered with PolymerNG effects.

    Anyway that's sort of my initial thoughts. Sorry for the word vomit.
  2. Shadow Warrior - "New Episode"

    22 May 2017 - 07:48 AM

    I'm editing this topic because this purpose of this thread has changed drastically. You can updated binaries and source code on my website https://crozzbreed23...site.com/icedsw

    Original post:

  3. Heretic 2 source code recreation effort

    27 February 2017 - 06:40 AM

    Hey guys,

    One of my favorite games as a kid was Heretic 2, and I have been wanting to play Heretic 2 with next gen graphics. Without source code being available this was a impossible task. Off and on I have been working on re-creating the Heretic 2 engine side source code. With Heretic 2 being so modular, it made the task easier. Here is the status of each of the modules.

    • 100% recreated.
    • Disabled due to some floating point errors in the math.

    • 100% recreated.
    • Hooks Quake2.dll functions such as cdaudio and com_printf. cdaudio can be played from the harddrive from wav files.
    • Com_Printf now outputs to the visual studio debug log.

    • 80% recreated.
    • Levels load and render correctly(with the exception of some bmodels rendering some faces with wrong winding order?).
    • Static .FM models render correctly.
    • Skeletal .FM models render correctly(with the exception of corvus who always has his elite gear on).
    • .m8 and .m32 format support.
    • Native Widescreen support.
    • Custom FOV and aspect ratio support.
    • Particles do NOT render correctly.

    • 100% recreated, some bugs with audio not playing when it should.
    • Uses FMOD for audio.

    • 0% recreated - only using hooks to override various functions.


  4. Duke3D Vive(OpenVR) support coming soon

    04 September 2016 - 05:22 PM

    I was sitting at home this weekend and I wanted to play Duke Nukem 3D on my Vive. I tried the Oculus port that someone made, but with revive it didn't work. So I decided to do it myself. The depth and eye distortion work, as well as Vive's room scale. The sprites look awesome in the headset, but games back then lacked proper scale, so the monsters are way smaller then they should be.

    I used vanilla code straight from SVN. The Vive support currently uses Polymer but one could use Polymost as well. I know a lot of people are going to ask about PolymerNG but I can't say anything about that at the moment.

    Anyway here is a screenshot of it working.
  5. Windows 95 running on an Xbox One

    18 May 2016 - 08:54 AM

    Thought this was interesting. They even have DOS Duke3D running on it(runs slower then shit though).

    Windows 95 on XB1 via UWP

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