Quake3World.com Forums
        DooM 3 Source Code Released!

Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC

Previous topic | Next topic 
Topic Starter Topic: DooM 3 Source Code Released!

I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 11651
PostPosted: 11-22-2011 10:24 PM           Profile Send private message  E-mail  Edit post Reply with quote


The source code release was delayed due to the whole Creative/id Software "Carmack's Reverse" legal dispute in which Creative tried to enforce a patent issue on an independently developed algorithm, which ironically still bears Carmack's name. It was the same legal dispute which delayed DooM 3's release and strong-armed id Software into packaging in Creative's EAX support despite DooM 3 already having it's own independent surround sound engine. As a result, Carmack had to rewrite key parts of the source code pertaining to "Carmack's Reverse" for the GPL release of the source code.

The Doom 3 GPL source code release does not include functionality enabling rendering of stencil shadows via the “depth fail” method, a functionality commonly known as "Carmack's Reverse".

Creative is a douchebag. Carmack is awesome. Anyway, here's the link:


GtkRadiant | Q3Map2 | Shader Manual


Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 39375
PostPosted: 11-23-2011 01:03 AM           Profile   Send private message  E-mail  Edit post Reply with quote

Technically speaking, Creative didn't force Carmack to rewrite the code though. It was Bethesda's own lawyers that were getting nervous about it.

Still, it's a great example of why software patents should be abolished.




Joined: 15 Apr 2002
Posts: 8190
PostPosted: 11-23-2011 02:30 AM           Profile Send private message  E-mail  Edit post Reply with quote

Great news for projects like the Dark mod :)

Carmack is properly awesome for doing stuff like this.

Quake3World.com | Forum Index | Announcements

Post new topic Reply to topic

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group