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!"
101025
"linux is just DOS with a UNIX like syntax" -- Galactic Dominator (944134)
101025 but I wouldn't call him a regular any more. He hasn't even posted anything in at least 2 years and there was a similarly huge gap before that.
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.
duct tape?
Everything clever I considered putting here I got from other slashdot sigs.
This gets my vote for "Most Uniformed Post of The Day".
Very little programming effort.... yeah just rewrite it all. If you don't understand why, quit commenting.
Mostly art and modelling.... here's a hint --- modern games.... MOST of the cost goes into the art. Teams have a lot more artists than coders.
According to GameSpot:
http://www.gamespot.com/news/6273388.html
+0 Meh
The engine "flopped" because id didn't push it as a commercial engine in the same way they did with id Tech 3. They had been there, dealt with the tech support for external devs and companies, and found they just didn't want to do that again. Aside from a couple of close-knit companies there was no encouragement to use it. Epic, on the other hand, took the corporate angle, focused on building and marketing a sellable engine, and provided a commercial support network that encouraged lots of reuse.
But yeah, don't let the facts get in the way of a good beat-up.
Indeed, I should have made myself clearer, when I said that global illumination isn't particularly visible, I'm only talking about when the direct light is exposed correctly, as is usually the case when you're looking at an environment illuminated by a flash (or a flash-light that's close to the camera :) ) . However when the direct light is overexposed, for example a room lit by a window, then the indirect is very important.
Serious Sam HD 1 & 2.
:)
In a gaming world now dominated by Counterstrikey FPSs, Serious Sam is a throwback to the days of Doom when waves and waves of enemies are just thrown at you. The classic running and gunning bass-ackwards is still a valid tactic in this game
Best of all, story mode coop play is supported, a feature missing in most games nowadays.
http://www.object404.com
You can get the entire first level maps there
http://doom.wikia.com/wiki/Classic_Doom_for_Doom_3
I've got better things to do tonight than die.
the Mario Kart of shooting people, if you will.
You just made my day!
And on a serious note, a sibling suggested serious sam, which is a good one. It doesnt have the narrow passages of doom, its more open areas with massive waves comming at you, but that is probably as close as you can get, other various more simple shooters still tend to muck things up with stories and puzzles
Oh, try painkiller by the way! its a bit older (ca 2003), and the setting is somewhat different, but in terms of gameplay, it is a nice mix between serious sam and doom
People, what a bunch of bastards
Why not just play Doom itself? The engine has been ported to modern machines.
Forget magic. Any technology distinguishable from divine power is insufficiently advanced.
Doom wouldn't run on a 286, silly man, though Wolfenstein 3D did. :P I seem to remember anything south of a 386DX/25 being kind of a stretch for Dooming, and a 33 MHz 486 offered an experience decent enough for multiplayer. A DX/2 66 was good enough to show off, and any kind of Pentium managed to top out the framerate in all but the most demanding user-made maps of the time. The video card could be a bottleneck, too - folks with 256k Trident VGA cards were at a disadvantage compared to S3, Tseng Labs, or ATI's cards. I reckon SciTech's UniVBE saved a lot of people from buying new graphics boards...
Awful graphics? It was the first game I played that used S3TC (although my card didn't support it at the time) and used huge textures. You could walk right up to walls and see details, when other games at the time just had vague textures. It was also the first FPS I played that allowed really huge game worlds.
Totally agree on the fun though. Deathmatch was a bit rubbish - the large worlds meant that you'd just bounce around miles away from each other, watching rockets go slowly past. In single player and coop, it was great fun. I completed it once in each mode, and I can't think of another FPS that I've played from start to finish. The coop mode was a lot easier: you would respawn near the other players when you died, so you could turn the difficulty up to maximum, shoot until you ran out of ammo, die, and then continue shooting. In single player, you had to bother with dodging.
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