rest of the thread here http://www.beyond3d.com/forum/viewtopic.php?t=25123Yes, in the next engine everything pretty much is a variable. It's
rather easy to increase the samples and decrease the frame rate. You'll
find out a lot more about it this coming Quakecon. We've talked about
using CG, but for the moment everything is still in ASM.
- Brian
"lil" info on id's next engine
"lil" info on id's next engine
from beyond3d forums.
No way.
And you can be sure that this engine will make all other next-gen engines look like a sad little cartoon (which they do every single time).
When there wasn't _anything_ else, id was changing the world with DOOM.
When everybody else was playing catchup to DOOM tech, id was doing fucking Quake, people. Think Duke3d. Now think Quake. There is a very large difference.
When Jedi Knight came out, just a step ahead of Quake graphically, Quake II once again set the bar far higher, visually (both in style and tech), than ever before.
And good grief, maybe the largest leap of all... look at the games from 2000/2001 -- then look at the DOOM 3 debut. Granted, the game came out too late, but the tradition of getting tech out there that is light years ahead of the competition stood up.
And it will again. I look forward to their next engine. Should be absolutely mind-blowing.
And you can be sure that this engine will make all other next-gen engines look like a sad little cartoon (which they do every single time).
When there wasn't _anything_ else, id was changing the world with DOOM.
When everybody else was playing catchup to DOOM tech, id was doing fucking Quake, people. Think Duke3d. Now think Quake. There is a very large difference.
When Jedi Knight came out, just a step ahead of Quake graphically, Quake II once again set the bar far higher, visually (both in style and tech), than ever before.
And good grief, maybe the largest leap of all... look at the games from 2000/2001 -- then look at the DOOM 3 debut. Granted, the game came out too late, but the tradition of getting tech out there that is light years ahead of the competition stood up.
And it will again. I look forward to their next engine. Should be absolutely mind-blowing.
This line only remake is total rubbish I've ever seen!!! Fuck off!!! --CZghost
It's chairs, tables, toilets, recycling bins, computers, generic stuff like that. Why recreate a whole new table when you already have one that in itself is not specifically identifialbe as Doom 3.dzjepp wrote:Was it not going to use art assets from Doom 3? (like in-game models)... would seem kinda cheap if ya ask me.
Well, if you where to compare those assets to say UE3.0, then they look inferior. Would they want something to look worse than the best looking engine out there?Eraser wrote:It's chairs, tables, toilets, recycling bins, computers, generic stuff like that. Why recreate a whole new table when you already have one that in itself is not specifically identifialbe as Doom 3.dzjepp wrote:Was it not going to use art assets from Doom 3? (like in-game models)... would seem kinda cheap if ya ask me.

EDIT: And I thought the game would be some kind of medieval/phantasy hyprid fps/rpg, I dunno, but if that's the case a computer wouldn't fit in a world like that.

Well it's probably not the final product they'd recylce, but the high-res models. If they re-generate low(er) poly models out of those then they could add all new fancy stuff to it.dzjepp wrote:Eraser wrote: Well, if you where to comparte those assets to say UE3.0, then they look inferior. Would they want something to look worse than the best looking engine out there?
The real question is, does ASM mean Abstract State Machine in computer science, Active Shape Model, deformable contour model used by Computer Vision, or Assembly language, a simple low-level programming language ?


Abstract state machines on Yuri Gurevich's home page:
Abstract State Machines
A Formal Method for Specification and Verification
Can any algorithm, never mind how abstract, be modeled by a generalized machine very closely and faithfully? ... If we stick to one abstract level (abstracting from low-level details and being oblivious to a possible higher-level picture) and if the states of the algorithm reflect all the pertinent information, then a particular small instruction set suffices in all cases.
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Cause all chairs are the same in the future.Eraser wrote:It's chairs, tables, toilets, recycling bins, computers, generic stuff like that. Why recreate a whole new table when you already have one that in itself is not specifically identifialbe as Doom 3.dzjepp wrote:Was it not going to use art assets from Doom 3? (like in-game models)... would seem kinda cheap if ya ask me.
You don't shop at Ikea, do you?
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Yes, in medieval times, the computer would be big.dzjepp wrote:EDIT: And I thought the game would be some kind of medieval/phantasy hyprid fps/rpg, I dunno, but if that's the case a computer wouldn't fit in a world like that.
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That made me chuckleminus two wrote:The real question is, does ASM mean Abstract State Machine in computer science, Active Shape Model, deformable contour model used by Computer Vision, or Assembly language, a simple low-level programming language ?

My vote goes to 'Assembly language'. D3 has, amongst others, a Cg backend. JC musn't have been too happy with the performance of high-level shader languages (he used to advocate them a lot) since he's reverting to assembly.