Trayer wrote:Thanks for reading my likely ignorant questions.
Nonsense, there's nothing wrong with asking questions to answers your not certain of.

Trayer wrote:If it's been done in other quake-engines (Motion blur) it should be fairly simple to look at their code and implement it ourselves shouldn't it?
It might not be that simple. DarkPlaces has evolved over the years into something quite different from the original Quake source. Although, on the face of things, how hard can it be to implement motion blur or a pseudo effect which looks similar? It might simply be a question of the features not being very useful or needed right at this very moment. LordHavoc receives masses of suggestions for new features but he is, after all, only one man (or God

). People are free to help him out or make suggestions. I think he resides on IRC quite often and apparently he is very kind and helpful in regards to curious questions.
TODO list:
http://cvs.icculus.org/cvs/twilight/darkplaces/todo?view=markup (endless list of nice features already requested)
Trayer wrote:Is darkplaces open-source?
Yes, it is open-source. GPL licensed I believe (someone correct me if I’m wrong).
DarkPlaces:
http://icculus.org/twilight/darkplaces/Trayer wrote:Also that vengance engine supports reflective water, wouldn't this use a technique similar to render to texture?
Not my department I’m afraid.

The implementation varies from one game to another. I think the water in Quake/DarkPlaces uses a material shader for water which describes the texture along with its attributes. The properties defined in the shader file affect how the engine renders it in-game. The one in Nexuiz appears to make use of a low resolution texture with a small amount of repetitive motion. I think the engine is only limited to a single-pass for shaders and doesn’t yet support all of Q3’s features, not sure. Real-time reflections can be performance-intensive whereby cube-maps are generally used as a fast and dirty substitute instead. Although, I’m not entirely sure how they are implemented. Cube-maps are just pre-calculated reflections stored and loaded like a texture, I believe.
Sorry I couldn’t be of more help. Hopefully some kind person with greater wisdom will pick this topic up and answer your questions definitely.
EDIT:
Darn, esteel was much faster replying and his answer more concise.
Congrats on the GIGA interview by the way, very nicely done.
