IdTech Hybrid Engine and Netcode Showcase (Doom 3 Doom3)
IdTech Hybrid Engine and Netcode Showcase
I remember lately the community having debates about whether to stick with the original Doom3 codebase or to migrate to Doom3 BFG…
And while arguments were made for and against from both sides "Sikkmod vs RBDOOM-3-BFG for example" I always wondered why not creating a hybrid approach that takes the advantages of each codebase utilizing the best of both worlds…
This showcase consists of a code and assets merge of multiple previous prototype projects incorporating trebor’s shadowmapping, sikkpin’s hdr lighting, zombie’s dungeon map and MCS’s game & netcode…
It still runs on Doom3’s original framework allowing easy modding "with a custom gamex86.dll" and dedicated server hosting and browsing…
Aside from the specifically showcased unified soft-shadow-mapping and high-dynamic-range-lighting, it was also as usual important for me to demonstrate that those features flawlessly work together with MCS’s network synced AI over a high latency low bandwidth Server/Client connection "eimulating a physical server/client distance of about 10000 kilometers".
As showcased in its current state, it is a proof of concept build and I don’t feel at liberty to predict when and if at all it will make it into a final, releasable project, since there are currently too many factors but as you’ll notice, it runs remarkably stable and performant.
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