Quake 4 Announced
Warrior-GS writes: "This just in from QuakeCon in Texas: Id Software and Raven Software will be joing forces on Quake 4. Id and Nerve Software are also going to working on some unspecified game. Carmack is giving his talk right now. GameSpyDaily has all the details."
But, as a point of reference I noticed that FreeCiv was one of the installed packages on my system. I've never played it, I've never even looked at it. I started up the server, typed "start". It responded that more players were needed, so I started up the client. Again I typed "start" in the server window. Bingo, I'm playing.
I'm not entirely sure where the hours of set up are involved. Perhaps people on the short bus type really really slowly.
Chris Kuivenhoven is a thief, beware
Volumetric fog. This was not done in a video game before Q3
Delta packets - Q3 was designed from the ground up to be a networked game and innovations such as delta packets resulted from this.
Ballistic parametrics - Instead of bullet positions being relayed over a network, Q3 relays position, velocity, acceleration. Remember physics? This is enough to describe the entire trajectory, making for a large bandwidth saver.
Linux (thank you Loki) - It took a *long* time for Q1 and Q2 to be playable in Linux. Loki accomplished this quickly
What else did I miss?
Keeping
Call this game Quake 4 just to screw with people's heads. Then come out with this Über-engine called Doom 3, and sell it to everyone.
HAH!
/^[A-Z0-9._%+-]+@[A-Z0-9.-]+\.[A-Z]{2,4}$/i
SMP support
Full-screen 32-bit color rendering
Curved 3D surfaces
That's just about all that I can recall besides what you mentioned.
Is your company running tools written by ma
That's like describing golf as "swing-swear-walk". Quake or Golf: as a beginner it's chaos with random bouts of unexpected good luck.
But watch two good players in a rocket duel on a fast, jumpy map... it's as artful as swordplay, or as close as you'll get on a computer. They'll dodge and feint, probing for holes in the opposite's guard, suffering small wounds for better position, and then sacrificing the position to inflict greater injury.
It's hard to recognize innovation while it's happening. Before Q3, shooters were about aim and item management. Number three introduced technique as an integral game element.
This guy expresses the same point, better than I can. I put my words first anyway, because he's dead:
The sad part of the game industry is how all the small shops are folding. That's our (the gamers) fault. Our demands for production value are so high these days that the overhead associated with creating even a modest game is staggering. You need artists, $10k/license 3d modeling packages, specialized motion-capture equipment, powerful workstation-class PCs, shop licenses for Visual C++ and the DirectX SDK, kickbacks to hardware mfgs to get reference HW to test your code on, tons of marketing, junkets for reviewers, and so forth just to be competitive in the market, which has grown to the level of having games in the middle of the aisle in Wal-Mart.
Gaming's become as diversified and complex a business as movies or TV. And like the movies, mainstream gaming is distilling down to a few large publishers (Infogrames, Sierra, MS), and mostly puts out crap. The gems still come from the independent guys who somehow get picked up by a big studio. Bioware/Black Isle and Interplay comes to mind.
Nonono... Carbon is just a compatibility hack. Real apps should be build with Cocoa, but I'm sure Carmack doesn't need to be told. As we all remember, OpenStep (now Cocoa) was the original development platform for Doom and Quake. So when he says that MOSX is his "new" development platform, he really means "old".
Any sufficiently advanced civilization is indistinguishable from Gods.
I hope they have a carbonized version that *works* with OS X.... OK flame away like you're all from San Fran... (no dip to SF though..)
||| I still can't believe Parkay's not butter.