Now the truth is plain to see

Open discussion about any topic, as long as you abide by the rules of course!
Mr.Magnetichead
Posts: 2001
Joined: Thu Nov 01, 2001 8:00 am

Post by Mr.Magnetichead »

mjrpes wrote:This is what carmack gets for wasting his time building a crappy spaceship.
And having a fucking baby.

Pretition to rename this place unreal3world.com
Geebs
Posts: 3849
Joined: Tue Feb 08, 2005 4:56 pm

Post by Geebs »

I have a feeling its not even so much the engine, just that id have an out of date art style - and, tbh, some pretty shitty artists.
User avatar
seremtan
Posts: 36021
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

hax103 wrote:For those of us who are not graphics super gurus, which engines support soft shadows in an efficient and general way (meaning that trivial implementations might work for simple planar surfaces but not for projecting soft shadows onto in-game polygonal objects).
source uses per-pixel soft shading for all physics objects, though the shadows are calculated by reference only to the global environmental light source and not local lights

it can lead to some bizarre lighting anomalies (shadows pointing toward artificial light fixtures etc) but can also be very effective outdoors
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Unfortunatly i have to agree. The problem with id is that they are living in the past still. They think its 1995, that people just want great visuals, shit frame rates and no story, just a shotgun and rocket launcher.

Doom 3 sucked because it was just another first person game in a shiney package. They hadn't got a hang of the tech, and still haven't, so it just looks like one big muddy mess. Its a half done engine with half the features a "next gen" engine should be using. And thats just on the engine side of things. The actual game content was again, pointless. Play the first level of Doom 3 and you dont really need to play the rest of the game, its all the same. Hell, you dont even need to complete the first level, because its all been done before to death anyways.

I'm all for id sticking to a first person game engine, thats fine by me. I dont expect them to release some epic RPG as their next game that they are planning. But why do i just "know" that their next game will be shite on frames per second, will be set in the future, will have a shotgun and rocket launcher and will be just another dull un-amaginative single player game?

id's biggest flaw was listening to carmack. He said he liked the way nintendo did things, and gave us examples, such as removing the use key, and taking away options from the player that would confuse him. Fine, you took away the use key and made it mouse driven, that was cool. But taking away features? Eh? Ask any HL nut what he liked about the original HL, and i bet one of the things he will say is "I liked the enviroment interaction, like pressing use on a soda machine and a can pops out". Yet here we have lord carmack, who wants to take that away, lock all doors that are not on your path, and just put you on rails.

TBH, Carmack seems more suited to making Time Crisis 7 than making a GOOD single player game.

Tis a shame. These guys used to be my gods of the gaming world. Now it seems they are just to stuck in the olden days to keep up with everything.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

seremtan wrote:
hax103 wrote:For those of us who are not graphics super gurus, which engines support soft shadows in an efficient and general way (meaning that trivial implementations might work for simple planar surfaces but not for projecting soft shadows onto in-game polygonal objects).
source uses per-pixel soft shading for all physics objects, though the shadows are calculated by reference only to the global environmental light source and not local lights

it can lead to some bizarre lighting anomalies (shadows pointing toward artificial light fixtures etc) but can also be very effective outdoors
Its very fast, but also very un-real like. I think for static lightmap based engines, thats the way to go, but try hacking in some light direction based volumes of some kind as well.

UE3 uses soft per pixel shadows using high and low resolution cubemaps. It looks very nice, but of course, i bet my frame rate will just shit itself.

Nice for pics mind you :D
booker
Posts: 657
Joined: Tue Dec 12, 2000 8:00 am

Post by booker »

epic just came out with the right engine at the right time. in 3 or 4 years it might be valve, id or someone else leading the way.
Tormentius
Posts: 4108
Joined: Sat Dec 14, 2002 8:00 am

Post by Tormentius »

o'dium wrote: ... will be set in the future, will have a shotgun and rocket launcher ...
Some of us actually enjoy that about id games. IMO Doom3 was a fine game. It wasn't amazing but it was definitely worth playing and well worth the $60.
Last edited by Tormentius on Sun Dec 04, 2005 7:31 pm, edited 1 time in total.
Mr.Magnetichead
Posts: 2001
Joined: Thu Nov 01, 2001 8:00 am

Post by Mr.Magnetichead »

booker wrote:epic just came out with the right engine at the right time. in 3 or 4 years it might be valve, id or someone else leading the way.
My moneys on valve. Especially seeing as they're packing steam as well.

I mean if you can get Warren Spector working on a game with you you've got my money.
Post Reply