id Software Demos Rage On iPhone, Releases Source Code For Two Games
glenkim writes "Kotaku has posted their liveblog of the QuakeCon 2010 keynote, with some big announcements by game developer and Slashdot regular John Carmack. Highlights include a video of the id Tech 5 engine (aka Rage) running on the iPhone 4G at 60fps, with claims that it also runs on the iPhone 3GS. Carmack noted that performance on the iPhone was able to 'kill anything done on the Xbox or PlayStation 2.' He also announced the source code release of two games, Return to Castle Wolfenstein and Wolfenstein: Enemy Territory. Also, Carmack finally admitted that Doom 3 was too dark!"
What's his UID?
I kept waiting for some killer game but didn't notice it ever. Any ideas?
It was too dark to play in a well lit area, but the perfect game for playing with the lights out and surround sound. Too niche of an audience to experience the game that way I suppose.
Life is not for the lazy.
I want my Commander Keen!
The problem was that the shadows were hard. The the real world, light bounces. This is why if you turn on a flashlight, you can see things in the room not in the beam. Light bounces off one surface, then off another and so on. You can simulate this via radiosity on computers. Problem is that is real expensive computationally. You don't do it in realtime. So generally what most games do is a cheap global illumination. There is an all pervasive amount of light applied to everything, and then specific dynamic lighting.
Well in Doom 3, there was no GI, and all light bounced only once. So anything directly illuminated, you saw. However anything else, was completely dark. Shadows were complete, there was no shadowed corner where things were visible, but barely.
until someone makes some sort of OpenWolf or something stupid like that.
I can imagine something like OA for it - anime babes shooting anime babes over island with rifles. At least their chests are GPL licensed so you could modify and copy them. X_X
It's progress if the device fits in your pocket and runs on batteries. I wonder if this thing will run on Android when it comes out?
One of the two games who's engine went GPL is Wolfenstein: Enemy Territory. It was already a freeware game. Sadly its engine was getting old as people struggled to get its OSS audio working on newer distros with ALSA/Pulseaudio. I look forward to that being fixed on other great improvements being made to Wolf ET.
The engine was a total flop. It didn't look very good, personally I'd say Unreal Engine 2.5 (UT2004) looked better, and especially for the hardware it required. When Unreal Engine 3 came out, it was done. The complete list of games on the Doom 3 engine is:
Doom 3
Doom 3: Resurrection of Evil
Quake 4
Prey
Enemy Territory: Quake Wars
Wolfenstein (the new one from 2009)
And Brink is using it, scheduled for 2011. That's it. 5 titles, one expansion for the whole engine. Compare this to the about 100-150 games for Unreal Engine 3. Games devs just did not care for iD Tech 4 (the Doom 3 engine) at all.
If you live in a world without floating points.
and why no guns with a flash light on them or duck tape on mars?
Because there are no ducks on mars. Or did you mean duct tape?
You know, about 5 years ago, I bet a lot of people would have been very excited about GPL release of ET. I suppose someone will probably do something with it, but this seems ridiculously long after the game's publication.
ET wasn't even a revenue generating game for them - they gave it away for free (well, I do remember seeing some copies for sale at computer stores - I guess you can get some people to pay for something they could just download for free, legally).
I know that iD makes some (maybe a considerable portion) of their revenue licensing out their engines to other commercial game developers (maybe even developers of non-game simulators, not sure), but even so - did anyone license the ET engine? I mean, I know it was basically the Q3A engine with some modifications - did anyone care about those specific modifications? Anyhow, releasing the game engine as GPL source release doesn't stop them from generating revenue from licensing it for commercial (non-GPL) use. Why wait so long?
Haven't you used an Xbox? Games for it are still visually impressive. What's remarkable is that it's done on a cellphone. OFC, games will never be equivalent on both devices. I'll be impressed when I can wirelessly connect my phone to the 100" TV and play full-resolution games on it, using the phone as an extensible controller.
http://www.duckbrand.com/Products/duck-tape.aspx
Remember to maintain your supply of
There may be no duck tape, but there is duck rope. I can tie a flashlight to my rifle using the duck's intestines. Or zombie intestines.
... some people are bitching that the controls will suck, etc. its a proof of concept people, not really intended to be a playable game. it simply shows how well the rage engine scales.
I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
Screw the iPhone, John. When will ID have an Android version?
The super AMOLED screen on my Captivate is begging For a good game.
Necron69
If I understand what megatexture is, it is like a paging system for textures so that the amount of vram used can be minimized and unnecessary texture paged out. If this is the case, what took so long for this idea to be developed? It seems obvious to me and actually I thought this was already done in all games already? I'm just curious to learn more about the technology and development behind it, and understanding how it works.
I spent a couple of hours trying to make work Gtkradiant on my Ubuntu Karmic 64. I don't understand why this tool that is fundamental to make maps for many open source games hasn't a simple deb package or why it's not in the repositories of a distro like Ubuntu. The Gtkradiant's official page has so little informations. People that make maps are not programmers, they want to make maps, not get crazy trying to understand how to install a program.
Any clues or outright answers as to where I can download John Carmack's entire keynote? Even just audio would be acceptable. I managed to watch the rocketry talk today with him and Richard Garriott. It was fascinating.
For others, here is some pretty thorough coverage of the keynote:
http://www.gamespot.com/news/6273388.html
+0 Meh
Why not just run it in Windows? Occasionally it turns out to be the right tool for the job...
Maybe because I'm just using Ubuntu and I don't have a copy of Windows.
I like Linux it because is very stable for using software like GIMP , Blender , Mypaint , Krita , Alchemy , Inkscape.
I use Linux for the security, the performance of the system. I like to know how my computer treats my personal informations.
I configured compiz in a way that makes my life easier and I don't think I can have the same settings on Windows.
I don't change OS for that, probably I'll find the way to install Gtkradiant.
I just believe that not packaging Gtkradiant is keeping far from Linux a lot of creative people that would bring their art into open source videogames.
It is a good phone IP4, but I really can not afford the wages! Ha ha!jiva kamas
Run it under wine :) I imagine there's compatibility info for gtkradiant under winehq's appdb, and it's probably more reliable than trying to compile and run the linux version.
But that's just my 2 cents (A serious gamer who only runs open source and cleanly compiling games on linux.)
Have you ever used a phone for gaming? It sucks. Even when emulators run beautifully for it, you either have to get a GameGripper-like device to use the keyboard or hook up a Wii controller via bluetooth to play it.
Using a phone as a controller would be one of the worst moves ever (even worse than the Wii's basic controller)
Taxation is legalized theft, no more, no less.
Which is why I said an extensible controller, and not just a regular controller. Obviously using the normal phone as an interface makes any non-sidescrollers or fixed-view RTS games literally impossible.
The machine gun (forget if there was another name for it) did indeed have a flashlight on it.
Earlier on, I liked that as a gameplay mechanic -- even the duct tape mod doesn't allow it for the pistol alone for that reason. Later on, there's better lighting in general, so it's not as much of an issue.
Don't thank God, thank a doctor!
The source released is covered under GPLv3, but has some additional terms attached to it. I would guess this makes it GPL-incompatible?
On the note of Doom 1 and Doom 2:
Does anyone have a recommendation for a modern FPS that captures the speed, fun, and simplicity of Doom 1 and 2? I enjoy games like Team Fortress 2 and Battlefield, but sometimes I'd like something fast, fun and disposable... the Mario Kart of shooting people, if you will.
The ______ Agenda
Be that as it may, an os is useless without software. For the task you describe, windows is the correct tool for the job.
I don't go trying to run my firewall on Windows, and i wouldn't try to deal with a (probably) slightly quirky game map development tool on an unsupported platform.
I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
Right now, textures are usually a bunch of smaller files. So your rocks will have some various rock textures, your roads will have some road textures and so on. There are placed on objects and tessellated as needed. The potential problem is it means things can look too much the same. I mean say I have only one rock texture and every rock gets it. They'll all look an awful lot a like in that case.
So the idea with megatexture is you don't do that. Instead you have one single texture for all the ground, and probably all the world geometry. There is no repetition, no tessellation. As with the real world, everything is unique. The game engine then handles swapping in what parts of this massive texture are actually needed at a given time.
Neat idea I'll say that, remains to be seen how it works. Ultimately there's got to be artists behind things and their time is money. Will they really design everything from scratch, or will they do copy-paste but just in the image editor rather than in the game engine? I'm also not sure how it interacts with shaders. These days more and more of games are procedural, meaning you describe things with programs that run on the GPU. I haven't seen if you can have shaders and apply them to given things (like a metal shader that makes metal shiny) or if you have to have one giant displacement map, specular map, and so on.
Android -> Java.
So no.
Yeah, it's progress but it's not impressive really. And the form factor of the vast majority of consoles have little to do with needed space. Just as early DVD players were the size of VCRs because it was an accepted form factor. Once you get into the realm of medialess software there really is no reason that most consoles couldn't be the size of a paperback book.
Android -> Java.
So no.
Android -> Dvalik.
Android also has support for OpenGL and Native C++ Code, but still probably no.
The real time "shadows" seemed to be just dark spot decals.
Also, I didn't see any dynamic lighting besides the most basic directional vertex lighting on the moving models;
Otherwise it looked like a bunch of precomputed lightmaps/textures to me.
Meh. It's "Rage" (or IDTech5) only in name.
Many Android phones could handle this no problem...
I don't see what the big deal is. Article title should have been: "id still making mobile games and releasing source code"
Native code is also a possibility.
Have you ever used a PC for gaming. It sucks. you need a dedicated keyboard *and* mouse to play anything :)
sure, phones aren't designed for gaming controls (erm, except the upcoming Playstation phone) so I doubt anyone would expect great things from it. If gaming is to take off on the phone, then I expect to see accessories to become available - like a keyboard and mouse - and a hdmi connector to the TV so your gaming experience on your new small PC ...erm phone... is as good as the experience on your large PC.
Carmack noted that performance on the iPhone was able to 'kill anything done on the Xbox or PlayStation 2.'
Good job killing 300Mhz CPU / 32MB Ram 9 years old hardware (PS2) with 800Mhz CPU / 512MB Ram (iPhone 4G)
D'oh, test that shouldn't have gotten posted
Expert in software patents or patent law? Contribute to the ESP wiki!
Press Ctrl+Alt+~(Tilde) to bring up the command console,
set r_gamma 3
more at http://www.gamespot.com/pc/action/doom3/hints.html
"Kill 'em all and let Root sort 'em out"
The xbox 360 and ps3 thermal design team would like a word with you...
People, what a bunch of bastards
Doom 3 was too dark but I have to admit it made for some really great "Oh shit!" moments. Especially when I was going through that specimen transport area where the only light I had was from the specimen tube and the scientist with the lantern.
~~ Behold the flying cow with a rail gun! ~~
The original doom (and I don't know how many of the others) were written on NeXT using objective C. That is still the native language on the iphone and it's possible that this engine is written in objective C and would naturally port to the iphone that way. Or perhaps Carmack saw this as an opportunity to do some objective C work if he hasn't in a long time.
You mean the Xbox 360 thermal design team is still employed?!
well, at least they know about not doing a job so perfect that you wont be needed in the future.
Think about it, if the first design was flawless, MS could have fired them and just found new guys five years down the road for the next job..
People, what a bunch of bastards
Probably on Windows is easier to install, but I wouldn't be so sure that Gtkradiant works better on Windows. The problem with Gtkradiant is just that they have a lack of developers.
Seeing 4G after the word iPhone makes me cringe, am I alone? It confuses those less educated, like leaving the word Backlit out of LED Backlit Television. I just would have expected better from slashdot.
I think another important factor was timing...doom 3 was released when LCDs were starting to become popular. Unfortunately, the only real option you had was TN panel LCDs which had awful blacks. I found the game quite enjoyable on my old CRT, even though the lighting wasn't realistic, but when I saw my friend playing it on his LCD it kept me from buying an LCD for three years.
Power dissipation has also been an issue at least for some consoles. I remember the PS2 being the first console I encoutered that needed fan cooling and the early models of PS3 and 360 take it to an insane level. Not sure about the original xbox (i've only used one briefly)
note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
So can they port Rage to Wii now? If it runs on the 3GS, it can't be that far off from working fine on the Wii.
Twinstiq, game news
You forgot some key parts of the megatexture process. All the art is basically made in the traditional way.Every instance of the same static object uses the same texture. When the megatexture is built each instance gets its own spot in the MT. Sounds wasteful, but necessary for the next step where the designers and/or artists may 'stamp' unique detail textures/decals/etc on the entire world, really making it unique. Basically gives your initial map building process free unlimited decals and art freedom. In most games, placing decals to prettify the level incurs runtime cost, because each decal involves additional rendering. With MT, it's free, at the expense of being static, Rage looks great on the iPhone due to the strength of MT. All the beauty is in the MT, and it's rendering very few actual polygons. Lighting and shadowing dynamic objects still relies on various runtime techniques, but without needing to apply them to the environment the rendering is kept much faster than most games, while looking great.
As Carmack mentioned in his keynote. The MT technology, isn't all that complex. The growing pains with the technology have taken the form of getting a usable pipeline. It sucks to have to wait minutes or hours to preview changes to the level. It was initially thought to be solveable by throwing more systems in the renderfarm with beefy video cards to process the megatexture, until hitting the power and cooling limit of the office building. More recently the pendulum has swung back the other way, off of GPU processing and back to CPU, which is much slower in a direct comparison but far more scalable, as most people are running many core dev machines, and also that is opens up the ability for the studio to leverage services such as Amazons cloud computing.
From what I've seen of their tool demonstration, textures can be "painted" on the megatexture, sort of like a brush. With multiple layers it can have a unique effect. It's like someone painting a picture. Also, the way their shader programs (probably, since it makes the most sense) work is through multiple layers. They would have one program handling the megatexture and another handling lighting (specular, bump, etc), plus a few others for HDR lighting and deferred shading. The word texture is not really a good word to use any more, since most people think of a simple color map when they think of textures. Modern game engine materials (and probably the megatexture) reference different maps, a diffuse or color map, a specular map, a normal map, and maybe other things like a parallax map or an emission map. From what I saw in id's technology demo a few years back, painting textures onto the megatexture would also store these other maps (and could be masked if desired, if, for example, the artist only wanted to keep the color information).
I always thought the Doom 3 engine looked really good. For me though it just got outdone by the usability in the source engine. The Doom 3 engine looked to me like it could render a more visually stunning scene but there just seem to be so many more possibilities with the source engine that Doom 3's tech just kind of fell of the radar.
D) We can't buy apps because we're not in one of the countries that have support for paid apps in google market.