And having a fucking baby.mjrpes wrote:This is what carmack gets for wasting his time building a crappy spaceship.
Pretition to rename this place unreal3world.com
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 lightshax103 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).
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.seremtan wrote: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 lightshax103 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).
it can lead to some bizarre lighting anomalies (shadows pointing toward artificial light fixtures etc) but can also be very effective outdoors
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.o'dium wrote: ... will be set in the future, will have a shotgun and rocket launcher ...
My moneys on valve. Especially seeing as they're packing steam as well.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.