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First Person Shooters (Games) Software Linux

Doom 3 Linux Client 62

Brad writes "LinuxGames.com is reporting that the Doom 3 Linux Client has begun private testing. The Doom 3 Linux server has already been completed and will be released with the next win32 release."
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Doom 3 Linux Client

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  • Re:But... (Score:3, Informative)

    by Apreche ( 239272 ) on Wednesday September 22, 2004 @05:30PM (#10323259) Homepage Journal
    bash_3_prompt $ esearch -Sc doom
    [ N] doomsday (1.8.1): A modern gaming engine for Doom, Heretic, and Hexen
    [ N] lsdldoom (1.4.4.4): Port of ID's doom to SDL
    [ N] doomlegacy (1.42): Doom legacy, THE doom port
    [ N] freedoom (0.2): Freedoom - Open Source Doom resources
    [ N] prboom (2.2.4-r1): Port of ID's doom to SDL and OpenGL
    [ N] doom-data (1): collection of doom wad files from id
    [ N] yadex (1.7.0): A Doom level (wad) editor
    [ N] glbsp (2.05): A node builder specially designed for OpenGL ports of the DOOM game engine
    [ N] wmdl (1.4.1): WindowMaker Doom Load dockapp
    [ N] gkrellflynn (0.7): A funny GKrellM (1 or 2) load monitor (for Doom(tm) fans)
    Not yet, but soon. Very soon.
  • Re:Cool (Score:5, Informative)

    by grm_wnr ( 781219 ) on Wednesday September 22, 2004 @05:37PM (#10323351)
    Most FPSs do, but id software, for some reason, seems to prefer an OPEN, NON-MICROSOFT standard which is available for most platforms (OpenGL [opengl.org]).
  • by Ayanami Rei ( 621112 ) * <rayanami&gmail,com> on Wednesday September 22, 2004 @05:42PM (#10323427) Journal
    Rather, they use OpenGL and a thin API over the other parts of DirectX (sound, input). OpenGL is cross-platform.

    Porting is not bad...
    1) Most resources are relative paths inside zip files or flat in a directory, so you remove filesystem issues (path seperators/case sensitivity).
    2) The game code that uses DirectX for non-video stuff is kept to a library used specifically to interface the game code to the system.
    Most of the work is just rewriting that library to use equivalent functions on Linux.
    3) WineX has a DirectX emulation layer that can be used as a guide for 3.
    4) Side note- SDL pretty much takes care of everything in DirectX, minus DirectShow. Can also be used as a guide.
    5) NVidia has development tools (shader compilers and whatnot) that work on Linux.

    Same goes for MacOSX, really...
  • Re:Cool (Score:5, Informative)

    by jwbozzy ( 519130 ) <jwbozzy@ult r a z o n e.org> on Wednesday September 22, 2004 @05:45PM (#10323480) Homepage Journal

    Ok, for the last time, Doom3 Win32 uses:

    • OpenGL for graphics
    • DirectX's DirectInput for input
    • DirectX's DirectSound for sound

    There is no Direct3D involved. Just remember, DirectX != Direct3D.

  • Re:Cool (Score:3, Informative)

    by BinLadenMyHero ( 688544 ) <binladen@9[ ]ls.org ['hel' in gap]> on Wednesday September 22, 2004 @06:14PM (#10323840) Journal
    Doom II had the same engine as Doom I.
    Quake had no 3D acceleration (tought later glQuake was released).
    Quake II had software rendering and 3D acceleration was an option.
    Quake III was the first id game that required 3D acceleration.
  • You misread it (Score:3, Informative)

    by ReKleSS ( 749007 ) <rekless AT fastmail DOT fm> on Wednesday September 22, 2004 @07:16PM (#10324461)
    The only thing on shacknews is the beta of the patch - not the beta of the linux client. That's in private testing, not public testing.
    -ReK
  • Re:Cedega (Score:3, Informative)

    by malejko ( 216594 ) on Wednesday September 22, 2004 @08:00PM (#10324773) Homepage
    *looks at the box for Doom 3*

    Doesn't support Windoze 98. Win 2k/XP only.
  • too late (Score:3, Informative)

    by AliasTheRoot ( 171859 ) on Thursday September 23, 2004 @02:55PM (#10332193)
    I woulda cared about it if theyd released it 2 months ago, as it is i played through it on the windows partition i maintain for games and uninstalled it. Well strictly speaking, I uninstalled it halfway through when I found it was boring.

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