XreaL Parallel Split Shadow Mapping

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Uploaded by on Aug 14, 2010

A demonstration map for testing parallel split shadow maps.
The grass and the trees are animated using the GPU. The scene renders at 60 fps on a Geforce 8800 and each frame contains up to 1 000 000 polygons.

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Top Comments

  • Massively impressive for something based on the Quake 3 engine. Well done.

  • Why aren't you strafe jumping?!

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All Comments (58)

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  • @Nephatrine The engine of Doom and Quake are both known as id Tech 1, even though they are definitely different. Doesn't matter what anyone thinks it should be, that is what id Software decided. You brought up a good point though, I didn't realize they were separate engines with the same alias.

    en.wikipedia (dot) org/wiki/Id_Tech

  • @chinoto1 I'd refer to Quake 1 engine as idTech1 and Doom engine as idTech0 (if anything). Otherwise you're either skipping Quake1 and it's spin-offs like the original Half-Life completely, implying they use the Doom engine, or shoehorning them into a hypothetical idTech 1.5 which just sounds silly. Also, this way the Quake iteration matches the engine version (assuming we ever get a Q5 on idTech5).

  • Keep it simple, just call it the id Tech engine. Here is a list of each engine's first game (or popularized >.>).

    iT1=Doom, iT2=Quake 2, iT3=Quake 3, iT4=Doom 3, iT5=Rage

  • That's not the Quake 3 engine... How?

  • jesus christ

  • Cool:D It reminds me of that "Hunter" game :P

  • better than crysis :P

  • well the doom 3 engine is based on quake3 engine...

  • @ukloi123 Wrong!!!!

  • @BudzMcgr33n The keyword is "BASED".

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