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Carmack Shows Off the id Tech 5 Engine

MojoKid writes "id's keynote address from this past week's Quakecon featured John Carmack revealing details of the id tech 5 engine. For more on the subject, GamesIndustry.biz has an interview with id developer Steve Nix about the project. 'I know that when we started working with Splash Damage on Enemy Territory they wanted large, detailed outdoor terrains, and they had some ideas on how to dynamically load the textures and everything, and John [Carmack] said, 'Why don't we try this new approach and make the entire terrain one massive texture, and then just load blocks of texture in dynamically that you can see at any one given time?' So John did the initial work on it, got it up and running, and it just so happened that that work was the basis for what we have in id Tech 5.'"

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  1. Carmack engines too specialized? by jensen404 · · Score: 3, Interesting

    I'm sure Carmack is a great programmer, but his engines are specialized at doing one thing well at the expense of general flexibility. And the one special feature of the engine isn't even carried on to the next generation.

    Quake 3 had curved surfaces, no other major engine since then has had curved surfaces.

    Doom 3 had a unified lighting model, Rage does not. The unified lighting caused some pitch black areas and made it harder too make large outdoor type levels.

    Rage has unified texturing, which makes it harder to use specialized shaders on some surfaces. Other than the texturing and the much better development tools, I don't see much new?