View Full Version : Doom3 - Which API does it use?
Unknown Soldier
08-Jun-2003, 12:34
I believe it's OpenGL only .. but will it also support Direct3D??
Anyone know?
US
Tagrineth
08-Jun-2003, 19:07
I believe it's OpenGL only .. but will it also support Direct3D??
We're talking about a Carmack engine here. Heh.
The number of Direct3D-supporting engines written by Carmack can be counted on no hands. =)
They might use Dx for sound, but nothing else.
Of course, OpenAL might change that, who knows?
Tagrineth
09-Jun-2003, 01:17
They might use Dx for sound, but nothing else.
Of course, OpenAL might change that, who knows?
The question is about Direct3D, not DirectX in general. 8)
RussSchultz
09-Jun-2003, 01:22
Just as a small counterpoint, Halflife was based off the original Quake engine, I believe. (Maybe it was quake2). Or so I seem to remember. It (Halflife) supported OpenGL and D3D.
Carmack wrote winquake IIRC. Which used directdraw to speed things up. HL I believe just used that.
horvendile
09-Jun-2003, 11:34
Halflife was based off the original Quake engine, I believe. (Maybe it was quake2).
Quake2.
NocturnDragon
09-Jun-2003, 13:06
Quake 1
Neutrality
09-Jun-2003, 13:54
Quake 1 + Some code from Quake 2 and Valves own code.
But the base engine used for HL is and has always been Quake 1.
Period.
-Neutrality-
horvendile
10-Jun-2003, 12:28
Uh, yeah, I browsed around a bit and apparently I did not recall correctly this time. Quake 1 plus a bit of Q2 and Valve's home cooking it is.
Sorry!
Unknown Soldier
10-Jun-2003, 19:12
thx for the replies :)
US
I believe it's OpenGL only .. but will it also support Direct3D??
We're talking about a Carmack engine here. Heh.
The number of Direct3D-supporting engines written by Carmack can be counted on no hands. =)
Doom 3 must also have a Direct3D backend due to XBox. Of course whether JC wrote it or someone else I don't know, and Direct3D Xbox is significantly different from PC Direct3D 8.
Carmack wrote winquake IIRC. Which used directdraw to speed things up. HL I believe just used that.
not JC himself if i remember correctly (reading the readme.txt)
there was a version of Quake on D3d IIRC also, coded by some MS programmer (before the engine went open source)
supposedly to demonstrate the viability of D3d at the time
EDIT
WinQuake is an important element of both QuakeWorld and GL Quake, and thus is a very important part of the development of new multiplayer game support for Quake 2. This program was created by Michael Abrash, an amazing veteran programmer that returned to work for Microsoft upon the completion of version 1.0 of WinQuake. There has been no word since his departure in March of 1997 whether other will develop the program further, or it will merely be developed as it is integrated into other applications. Version 1.0 can be downloaded here.
Michael Abrash went back to work with MS after that (he worked with MS prior to joining Id)
he worked on Xbox, heh
-aneep-
They might use Dx for sound, but nothing else.
Of course, OpenAL might change that, who knows?
And direct input.
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