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!"
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.
101025
"linux is just DOS with a UNIX like syntax" -- Galactic Dominator (944134)
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.
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Remember to maintain your supply of
Proof of Concepts are usually built around one hardware model so they don't have to dick around spending tons of manhours making it work on a wide array of hardware/os'. I have an android, so understand that I say this with zero fanboyism, but Apple pretty much has a more or less single piece of hardware with very small variances in parts used. They could write the software to take advantage of the hardware and have a large number of devices be able to run it. Do that on an android phone and you basically have to pick _one_ phone to do it on. Again, I love Android but lets say they picked the XT720 (the one I have). Well, Cincinnati Bell is currently the only US carrier offering it. They would have a game that would run on a handful of phones. The iPhone just works for their PoC purpose.
According to GameSpot:
http://www.gamespot.com/news/6273388.html
+0 Meh
I disagree. I don't think that post is wearing a uniform at all.
...And a lot of the reason that Android users don't spend a ton of money on apps are threefold.
A) Android has a lot of really good free apps and it has lite apps that don't suck.
B) Most people who use Android aren't the type of people who spend lots and lots of money on needless things.
C) With no restrictions on app development, the person who makes a $.99 fart application loses business to the teenager with an hour of free time and an SDK who makes his own one and releases it for free for his own amusement. With the iPhone that app might cost $50 or more to develop.
Taxation is legalized theft, no more, no less.
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.
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.
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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.
Uh, without traveling back in time to the 90's PC game market?
Pretty impressive three digit ID.
As far as regularity goes, I read /. every day but comment infrequently... I'd suggest that different people use /. differently.