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Carmack's Reverse (reason for lack of Doom3 licensing?)

From what I understand Creative solved the problem for when depth-pass alone is not efficient and patented it around 1999. Then Carmack independantly discovered the same problem while working on Doom3. The difference was Carmack didn't patent it he simply told other people about his depth-fail solution. Creative wanted their cut and id ended up licensing it from Creative.

Is this part of the reason why Doom3 engine isn't being used so much? I've read that Creative seeks money from anyone that uses their technique and I think id only paid to license the tech from Creative for their games.

Also how does Epic's licensing work? I know they use several libraries from 3rd party vendors (Havock, speed tree, etc)...is it included in the single price for the Unreal engine? Or is there additional cost when you use their engine as well?
 
Karma physics were included with the Unreal Engine 2. Developers who wanted Havok physics had to pay for that themselves. Speedtree for Unreal Engine 2 had to be purchased separately. Don't know anything about Unreal Engine 3..
 
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