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Doom 3 vs. Source: Comparing Engines

Tom V. writes "DevMaster.net has an article that outlines some of the technical differences between Half-life 2's Source and Doom 3 engines from various game development aspects such as graphics, A.I., physics, networking, etc. According to the author, the winner is the Source engine based on its 'completeness' as a game development package. However, in terms of graphics, the clear winner is Doom 3."

9 of 144 comments (clear)

  1. Really a review of the games by Anonymous Coward · · Score: 4, Interesting

    The reviewer's methodology seems to be:

    1) Play both games.
    2) Compare graphics/sound/AI etc between the 2 games.
    3) Assume that those comparisons are solely founded on what the underlying engine provides, rather than some of what the games add on top.

    It's disappointing that a site with 'dev' in it's name didn't actually review the functionality, performance, and extensibility of the engines outside of games that might use it. Doom 3 is not just map and sound data fed into Id's engine, and Half-Life 2 is not just map and sound data fed into Source.

    The title should be "Doom 3 vs. Half-Life 2: Comparing games". This has the potential to be a fascinating topic, but this article is sophomoric.

    1. Re:Really a review of the games by ReverendLoki · · Score: 2, Interesting
      The methodology is worse than you suggest. Taken from his sound analysis:

      ...I haven't had the chance to experience the sound of Half-Life 2.

      He later reiterates this. I assume either 1) played HL2 with his sound turned off, or 2) hasn't played HL2. Furthermore, in the networking analysis:

      I've heard numbers of 64 players at one-time being played with little to no lag.

      So, from what I can tell, this entire essay is based primarily one published specs, screenshots, and secondhand anecdotes. I don't see once where he states he has actually played these games.

      Of course, to be fair, it's supposed to be an analysis of the underlying game engines, not the games. But in that case, why no inclusion of data from Vampire the Masquerade: Bloodlines, also based on the Source engine? Would certainly help differentiate between the engine and the game.

      I second that this topic has potential to be very interesting, but not with the treatment given in this article.

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  2. Source by Ford+Prefect · · Score: 4, Interesting
    Ropes/cables, machines, constraint systems, ragdoll physics, vehicles, kinmetic-animated bones, and a materials system make the Source Engine the undisputed champion of physics gameplay.
    Ever wanted to see Havok physics used to an extreme? Got a copy of Half-Life 2? Well, there's the incredible Garry's Mod for you! It's utterly ridiculous, and the eponymous Garry has a sick sense of humour.

    Last night, I built the incredible mattress-car - basically, just a mattress with a (powered) car wheel at each corner. It writhed and wriggled in a gloriously disgusting manner, and somewhat disturbingly started following me around. I tried shooting it but that didn't help, so I tied a fridge to it, set it on fire and chucked it into a lake...

    Doom 3 might have a basic physics engine, but I'm really looking forward to what modders can do with Source's network-friendly version of Havok.
    The cool thing worth mentioning for Doom 3 is it uses the CPU instead of soundcard to create the sounds. This produces great sounds for people with cheap soundcards, but your new, $200 soundcard won't be able to improve on it much.
    Doom 3's sound engine is awful compared with the original Half-Life, let alone Source. I've got a below-minimum-specs PC with a cheap sound card from 1998, and in Half-Life 2 I get real-time, room-specific reverberation and sound occlusion. I once walked off while a character was talking, and his voice became muffled when I went round a corner. It sounded real. Plus, the gun and bullet sounds are physically modelled - notice how they vary with distance and surroundings? The only things I haven't noticed it simulate are the speed of sound and proper Doppler effects (which Halo does!), but still, Doom 3's sound playback just seems bland and flat in comparison.

    Doom 3's graphics might be the first of a new generation of engines, but Source, while primitive in some areas, is an old-school engine taken to the logical extreme. Which is why I like it so much... ;-)
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  3. Re:Error in first paragraph, should I stop reading by game+kid · · Score: 2, Interesting

    If you're an XML parser, you should have done so on the very first byte.

    That said, it's too bad that Half-Life 2 can't be run on software unlike the original should the need/desire arise. I don't think the engine really matters, so much as the scalability of said engine. Half-Life 2's Source is about as scalable as...well, not much (requires DirectX, and at least version 6). Whatever HL's engine was, and however bad it looks now compared to HL2, it could still run on LOTS more PCs--OpenGL, DX and (again) plain old software. That helped its popularity.

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  4. Source Engine? by dmayle · · Score: 1, Interesting

    Source Engine? Am I the only one here who thinks that Valve is trying to capitlize on the mindshare of Open Source Software by calling their engine "Source"?

    First thing I thought when I heard the name was that it might just be something like that (with source available), but, alas, no...

  5. Doom3 for one reason by GtKincaid · · Score: 2, Interesting

    Opengl ... as a mac and a linux user i simply cant stand behind an engine which uses only directX.
    now I know this may be a tad biased and a bit political but with doom3 (opengl) i have a choise as to which OS i run my game under Im well aware that i can run half life 2 with cedega and i have done however its unlikely a mac port will ever appear.
    I will admit that half life 2 had better physics, and i enjoyed the game slightly more( all be it i enjoyed half life and doom /2 alot more than these modern versions) but this isnt about the gameplay , its about th engine , if i want to use one of these engines then i simply must have doom3

  6. Is it engines that he's talking about? by Slime-dogg · · Score: 3, Interesting

    Seriously, if he's talking about engines, why is he making mention of the character models?

    The monsters however seem much more lifelike with their detailed skin combined with many details. The Source Engine has better models, especially human, but combined with the lighting and shadowing, the Doom 3 Engine creates amazing textures.

    Though it is important to note how the engine renders the models, but the models themselves are not part of the engine! It's possible to export the human models from HL Source and stick them into Doom3. It's as if he's comparing the artists, and not the engineer of the engine.

    He also says something to the effect of Source not having cut-scenes. Last I remember from playing Doom 3, the cut-scenes looked like they were being rendered by the engine, and not pre-recorded.

    It looks like he's confused engines for games. If I were going to compare the engines, I'd create my own levels and models, render them with both engines, and base my results off of that.

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  7. Price wars by spyrochaete · · Score: 2, Interesting

    The article should have mentioned the price of licensing as well. I believe the Quake 3 engine is still $250,000USD (which includes limited support from id programmers). D3 and Source must be a pretty penny.

  8. Reflections from the Author by Brad+Jashinsky · · Score: 3, Interesting

    Thank you for reading my article and taking the time to comment on it, even if those comments were sometimes a bit harsh.

    As the author of this article I was happy to see my first article Slashdotted. Some of you came off as pretty harsh, but I can see where some of your criticism is valid. I'm not a crazy fanboy of either company, I'm not getting paid by Valve to write this, and picking at my spelling mistake of using "then" instead of "than" are ridiculous. I simply submitted the text article and the nice editors at Devmaster added the pictures, title, and summary. One of us should've probably caught the mistake, but it's easy to overlook. Whether I picked the Doom 3 Engine or the Source Engine I would've been flamed. The debate is similar to the Republicans and Democratic parties where you just can't win. I don't think anyone can rightfully say with an unbiased view that the Doom 3 Engine is a more complete engine then the Source Engine. Once you get past the graphics the rest of the engine just can't compete with what's out there today.

    The article was originally one of my .plan entries, which I submitted to DevMaster.net. I'll admit looking back on it I made a few errors like saying the original Half-Life used Quake 2 when it mainly used Quake 1 code with some Quake 2 code. Someone mentioned this is a common myth, which I somehow adopted at the time. I was aware that the original Quake Engine was used at the beginning of development, but thought Valve switched to Quake 2 after deciding to redo most of the game. I wasn't able to listen to the Half-Life 2 sound, because I didn't play it at a computer with speakers. Since writing the article (I wrote it in mid-November) I've listened to the sound and still agree that are equally good in the sound category. I tried not comparing the actual sound clips, but instead the way the sound is able to resonant.

    I tried my best to compare the engines as best as possible without comparing the actual game's content. I used the SDKs to try and do this, but it still came down to in-game content for stuff like character models. Someone said that Doom 3 can achieve Half-Life 2 quality models, but that is completely untrue. The engines use different methods for creating character models, which gives each engine its own distinguishable type of model look.

    I only compared the Source Engine and Doom 3 Engine, because those were the two people had been taking about. The discussion has been up for debate on forums all over the net, which is clearly seen by reading these comments. The Unreal 2004 Engine is a great, flexible engine, but it wouldn't have been far to compare it with the others. I did write a FarCry article, which should be published at DevMaster.net soon. If you want to read it now it's up on my site.

    I appreciate the constructive feedback, because it lets me know how to revise my writing style for my next article. Like I said before this was my first article, and I made a few mistakes. I'll make sure to not repeat those when writing my next article, which will compare Unreal Engine 3 with Oblivion's graphics engine.