ID Tech 5 - Rage / Doom 4

Game discussion and other related chat.

Re: ID Tech 5 - Rage / Doom 4

Postby Plague on Thu Aug 26, 2010 7:46 pm

I detect something fishy is going on here....
He has pioneered or popularised the use of many techniques in computer graphics, including "adaptive tile refresh" for Commander Keen, raycasting for Hovertank 3-D, Catacomb 3-D, and Wolfenstein 3-D, binary space partitioning which Doom became the first game to use, surface caching which he invented for Quake, Carmack's Reverse (formally known as z-fail stencil shadows) which he devised for Doom 3, and MegaTexture, used in Enemy Territory: Quake Wars. While he was not the first to discover Carmack's Reverse, he developed it independently without knowing of the prior research done on the subject.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
User avatar
Plague
Veteran
Veteran
 
Joined: Tue Jun 22, 2010 7:12 pm

Re: ID Tech 5 - Rage / Doom 4

Postby Bronto on Thu Aug 26, 2010 9:01 pm

Unless Valve announces a killer revamp of their tools I think I'm going to make the switch to ID Tech 5.

Well that is as long as ID Tech 5 is as mod friendly as ID is saying it will be. I guess time will tell.

I think valve has decided to only update the engine when they want new features for a project they are working on. It makes sense, but it kind of leaves their mod community in the dust.
Bronto
Member
Member
 
Joined: Mon Nov 29, 2004 2:14 pm

Re: ID Tech 5 - Rage / Doom 4

Postby Plague on Thu Aug 26, 2010 9:03 pm

Well that has been their ethic since HL1,
"Add technology for a purpose, Not for sake of having it."

Edit:
Here is the exact quote,
Yahn Bernier wrote:There were a few important things, the most important, in my opinion, came down to building the right team. Other significant decisions included knowing what we wanted the products (HL2, CS:S, DoD, etc.) to be rather than just building up technology for the sake of technology. Other than that, allowing sufficient time for the good ideas to percolate throughout the game and the bad/unimportant ideas to fall away.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
User avatar
Plague
Veteran
Veteran
 
Joined: Tue Jun 22, 2010 7:12 pm

Re: ID Tech 5 - Rage / Doom 4

Postby Unstoppable Florence on Thu Aug 26, 2010 10:28 pm

xoqolatl wrote:
Unstoppable Florence wrote:I like Carmack. He invents BSPs and doesn't afraid of anything. Seriously though, I have faith in that man sticking to his word.

What you said, except that Carmack didn't invent the BSP. Let me wikipedia that for you, and point you to to a document from 1980 (13 years before Doom, id's first game using BSP).


Dammit. I'd take the time to read this, but programming has never gelled with me, so I'll just take your word for it. It's strange actually, I have a frankly brilliant capacity to learn about physical models of our universe, but when it comes to making an artificial universe, the head just pops.
Dives wrote:Source is kinda like that really old guy in your family that keeps getting older and older and just won't die, but he tells really great stories. And craps the bed on occasion.
User avatar
Unstoppable Florence
Been Here A While
Been Here A While
 
Joined: Sun Jan 17, 2010 11:59 pm

Re: ID Tech 5 - Rage / Doom 4

Postby Saxon on Fri Aug 27, 2010 10:57 am

Plague wrote:Well that has been their ethic since HL1,
"Add technology for a purpose, Not for sake of having it."

Edit:
Here is the exact quote,
Yahn Bernier wrote:There were a few important things, the most important, in my opinion, came down to building the right team. Other significant decisions included knowing what we wanted the products (HL2, CS:S, DoD, etc.) to be rather than just building up technology for the sake of technology. Other than that, allowing sufficient time for the good ideas to percolate throughout the game and the bad/unimportant ideas to fall away.


That sounds too organized for Valve :P

Or does it...? As far as I'm concerned Valves approach to making new games has been to remake all their old stuff but with prettier effects. Such an unimaginative approach probably limited the potential of the Source engine during the formative days.
Saxon
1337 p0st3r
1337 p0st3r
 
Joined: Sun Oct 19, 2008 10:12 am
Previous

Return to Gaming Chat

Who is online

Users browsing this forum: Google [Bot]