August 31st, 2013

Doom3 BFG Documentation

Since the two code reviews about Doom3 and Doom3-BFG are a starting point for many game programmers, id Software developer Jan Paul Van Waveren (a.k.a Mr Elusive) one of the men behind Doom 3 sent me a list of all the documents/publications related to idtech4 engine.

They are very good, especially the DOOM 3 BFG Technical Note which elaborate on "Compute Vs Memory". Here they are:

Trivia : "Mr Elusive" nickname comes from back in the days when he was one of the first to use a mouse to play Doom I.


Doom III documentation and publications

On Shadow Volumes
John Carmack
id Software, May 2000

Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering
Cass Everitt, Mark J. Kilgard
NVIDIA developer site, August 2002

Slerping Clock Cycles
J.M.P. van Waveren
Intel Software Network, June 2006

From Quaternion to Matrix and Back
J.M.P. van Waveren
Intel Software Network, June 2006

The Skeleton Assembly Line
J.M.P. van Waveren
Intel Software Network, June 2006

Fast Skinning
J.M.P. van Waveren
Intel Software Network, June 2006

Deriving Triangle Plane Equations
J.M.P. van Waveren
Intel Software Network, June 2006

Shadow Volume Construction
J.M.P. van Waveren
Intel Software Network, June 2006

The DOOM III Network Architecture
J.M.P. van Waveren
id Software, March 2006

Automated Static and Dynamic Obstacle Avoidance in Arbitrary 3D Polygonal Worlds
J.M.P. van Waveren, L.J.M. Rothkrantz
Editor: Xing-Jian Jing
Motion Planning, ISBN 978-953-7619-01-5, June 2008

3D Math Primer for Graphics and Game Development, 2nd Edition
Fletcher Dunn & Ian Parberry
A K Peters/CRC Press, Nov 2011
Pages 418-422: Volumetric lights

The DOOM III BFG Technical Notes
J.M.P. van Waveren
id Software, October 2013

Comments

 

Fabien Sanglard @2013