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User: GUNJAM

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  1. Re:Wow. on Doom 3 vs. Source: Comparing Engines · · Score: 1

    'The Doom 3 Engine has a much tougher time with networking code, because of the graphically dynamic environments. '

    You said graphically. Just cause you dropped that word and kept to 'dynamic' doesn't mean you're right either, the extra lag has more to do with collision detection and the behaviour of physics objects.

    'because of the excessive bump-mapping used to generate nice looking models the players faces look to be split in half.'

    And well, that's just crapcore. The reason faces only sometimes appear that way is because that's how they are skinned. Only half the face is skinned, and then the texture is mirrored, Id use mirroring a lot when it comes to skin mapping as it saves memory although unfortunatley it is sometimes noticable. Excessive normal mapping? Do you even know what normal mapping is or how it works? No point asking really, cause you'll just look it up and gave a brilliantly vague and buzzword crammed answer.

    'I would say I'm highly qualified to write an article like this.'

    And what qualifications do you have exactly?

  2. Re:Wow. on Doom 3 vs. Source: Comparing Engines · · Score: 1

    Have you read your own article? ;D Well i suppose 'the Doom 3 Engine creates amazing textures.' is a start ;o Everytime I read your article its different; since you seem to just tag on statements other people have made in criticism. Which tbh, makes it even more terribly written than it already is. Despite claiming to be writing about the technical aspects you nearly always come back to content, as if you have some inability to distinguish the difference. Your article is bias and based on little fact. You don't back up anything you say with evidence, you just drop buzz words you've picked up from around the web (you yourself mention VALVe's site as reference) which leads to some quite wild and inaccurate claims. Such as real-time radiosity lighting in HL2. 'The Doom 3 Engine has a much tougher time with networking code, because of the graphically dynamic environments.' Why would the graphics affect network lag? 'Splitting can occur, especially in cut scenes, and can make it look like the texture and models are two separate parts instead of a smooth unified one.' Just out of interest, what's that all about? I have to say, that article seems different from when i read it this morning ;D My main gripe is why on earth you think that the article is at all suitable for a development website. The article doesn't cover development at all and you are hardly an authority on good delevopment advice. That'll do, i'm far too tired to write anything worth reading ;D

  3. Re:Wow. on Doom 3 vs. Source: Comparing Engines · · Score: 1

    Since this is a community project, which isn't being produced by professionals under excellent art direction over a period of 5 years I'd say its looking pretty good. http://img162.exs.cx/my.php?loc=img162&image=b7223 8cw.jpg http://www.doom3world.org/phpbb2/viewtopic.php?t=7 792 Also, you don't seem to know what you're talking about. In regard to anything. ;D

  4. Re:Wow. on Doom 3 vs. Source: Comparing Engines · · Score: 1

    'On its own it is pretty powerful, but can't compete with Half-Life 2's scripting system.'

    Justify that statement?