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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!"

10 of 266 comments (clear)

  1. Commander Keen by phrostie · · Score: 5, Interesting

    I want my Commander Keen!

  2. No it was just too dark by Sycraft-fu · · Score: 5, Insightful

    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.

    1. Re:No it was just too dark by bertok · · Score: 5, Interesting

      I'm not sure that this is to much of an issue, unless there is some kind of tone-mapping involved it would be near impossible to see the indirect lighting while have the direct component at the correct exposure level. I think that the way most games pump up the ambient term in order to show the contents of the shadows looks bad, it kills the contrast.

      On the contrary, it's very visible. Without global illumination, 3D scenes look very 'fake' to observers, even if they don't know why. In contrast, scenes rendered with a high quality GI algorithm look much more realistic, even with flat colouring or simple textures and little detail. For example, Valve often makes "untextured" maps for play testing with only GI lighting applied. They look surprisingly good, despite every surface having nothing but a plain placeholder texture.

      Ironically, maps with pre-computed GI for lighting was a feature that I'm fairly sure was either invented by id software's John Carmack, or he was the first person to implement it in a widely used game engine. It surprised me that he dropped the feature in Doom 3, when it was one of the more impressive technical advancements in his previous games!

      In general, Doom 3 seemed to me to be a game that tried to be so technically advanced in a few specific areas that it had to compromise in others, resulting in an engine that wasn't very good overall. John Carmack even made a comment in a forum before the game's release that he was "targeting" 30fps, which to me felt like a bit of an admission of failure, because at the time every other game engine was already aiming for a constant 60fps, which is the minimum for smooth game play.

  3. Re:Slashdot regular? by Sir_Lewk · · Score: 5, Informative
    --
    "linux is just DOS with a UNIX like syntax" -- Galactic Dominator (944134)
  4. That's because there wasn't by Sycraft-fu · · Score: 5, Interesting

    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.

    1. Re:That's because there wasn't by Quarters · · Score: 5, Insightful
      Megatexturing was backported into idtech4 for Quake Wars. While idtech5 looks sexy id made an announcement that will make many developers wary of the engine. Idtech5 can only be licensed if a developer publishes through Bethesda (http://www.geek.com/articles/games/id-tech-5-will-only-be-used-for-bethesda-published-games-20100812/.

      Bethesda doesn't have a partner publishing program like EA and THQ do. That implies it will be a more traditional, "We own the IP" publisher/developer relationship. That's especially worrisome for smaller independent studios. Larger studios can possibly have the clout to maintain their IP. But, most large studios are not independent, they're owned by publishers that compete with Bethesda.. There's no way an EA, Activision, THQ, TakeTwo, or Ubisoft studio will use idtech5. Along with that liability on the engine there are no shipped games to prove the engine is viable, it's not known what the dev support will be like, and there is no one outside of Id that has experience with it.

      Unreal rules the roost right now. There's no publisher lock-in, there are hundreds of games to prove it's viability, the dev support is all online, easily referenced, and complete, and the widespread use of it means that it is easy to find programmers, designers, and artists that have experience on the toolset. idtech5 has to not only be as good as unreal in all of those areas, it arguably has to be better. A studio that knows how to make games with Unreal would have to dump all of their institutional knowledge if they went with idtech5. That's a huge loss of competitive advantage.

      Idtech5 might do amazingly well. Given the long timespan since choosing an id engine to make a game was commonplace, the explosion of Unreal as the defacto engine middleware, a decent number of other competing engine middleware packages (Gamebryo, Crytek, Unity, etc...), and the Bethesda lockin I am not expecting idtech5 to be a disrupting force in the game development industry.

  5. Re:Doom3 to dark? by childprey · · Score: 5, Informative

    duct tape?

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    Everything clever I considered putting here I got from other slashdot sigs.
  6. Re:Poll; what was the best game created on Doom 3? by aiht · · Score: 5, Funny

    I disagree. I don't think that post is wearing a uniform at all.

  7. Re:iPhone? by Darkness404 · · Score: 5, Insightful

    ...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.

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    Taxation is legalized theft, no more, no less.
  8. Re:Slightly OT: Modern fun, fast FPS like Doom 1 & by naz404 · · Score: 5, Informative

    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.