Well, ok, but I like it when there's a brand new, never before seen engine which makes you go 'wow, look at those graphics!' I guess the days of the id wow factor might be gone then.
Future game engines?
Back on the point about manpower - It doesn't make sense to create new FPS engines from scratch every time anymore. Back when you had to be pulling off clever tricks to render even a simple 3d scene that made sense, but now it's incrementally improving standards and incrementally updated engines, which makes sense. Re-inventing the wheel and all that.DRuM wrote:Thanks for the info eraser.
Well, ok, but I like it when there's a brand new, never before seen engine which makes you go 'wow, look at those graphics!' I guess the days of the id wow factor might be gone then.
You can still get 'wow, look at those graphics!' from each iteration of an engine, so long as the FPS multiplayer market continues to run on the current cycle of periodical releases.
i think im the only one now blown away by the doom3 engine. its clumsy, its ineffecient and the end result really doesnt do it for me.Mogul wrote:History has shown, and I believe this will be the case again, that Carmack will absolutely blow us away with the next engine.
They are pretty much always the guys who usher in the new generation, and I think the follow up to the DOOM 3 engine is going to be significantly stronger than Unreal Engine 3. But, we may not see it on the market for a couple of years.
ofcourse i hardly care about gfx :icon14:
[url=http://profile.mygamercard.net/Emka+Jee][img]http://card.mygamercard.net/sig/Emka+Jee.jpg[/img][/url]
UE3 is where its at.
Its been licenced by far far more people than Doom 3. It looks sexier than anything out there. Its more advanced in physics and interaction, AI etc etc, plus they ahve VERY easy to use tools that ship with the games anyways.
id software have really dropped the ball, they just dont care anymore in my eyes. Doom 3 looks horrible, and i feel it was its own fault. Its like it was nice for all of 10 seconds, and then, boom, it was just plain ugly. So many faults etc... Didn't help the game behind it was rubbish TBH.
Its been licenced by far far more people than Doom 3. It looks sexier than anything out there. Its more advanced in physics and interaction, AI etc etc, plus they ahve VERY easy to use tools that ship with the games anyways.
id software have really dropped the ball, they just dont care anymore in my eyes. Doom 3 looks horrible, and i feel it was its own fault. Its like it was nice for all of 10 seconds, and then, boom, it was just plain ugly. So many faults etc... Didn't help the game behind it was rubbish TBH.
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CheapAlert
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haha o'dium, isn't that the direction q2e is meant to take?
last time I checked, d3 didn't have the player physics, console commands or code syntax as q1. (hl2 heavily did if you do some obvious investigating)Foo wrote:So's D3CheapAlert wrote:Source is just a glorified Q1 branch
Wrong. UE2 used Karma, only the Vengeance sub-branch (used and set up by Irrational for their crap games) didn'tEraser wrote:UE2 uses havoc,
Leader and director of the [url=http://cheapy.deathmask.net]OpenArena[/url] project which is a free software version of q3a designed for hobo fagts
Q2E is an engine mod adding local mapping and per pixel lighting among other things. Last time i checked, PPL and normal mapping were NOT id software inventions 
Besides, Q2E has shifted development over to somebody else. We work full time on OverDose now, our first full MP only teamplay game.
http://www.quake2evolved.com/overdose
Besides, Q2E has shifted development over to somebody else. We work full time on OverDose now, our first full MP only teamplay game.
http://www.quake2evolved.com/overdose
did you design that site? could really use some more contrast between the text and the background.o'dium wrote:Q2E is an engine mod adding local mapping and per pixel lighting among other things. Last time i checked, PPL and normal mapping were NOT id software inventions
Besides, Q2E has shifted development over to somebody else. We work full time on OverDose now, our first full MP only teamplay game.
http://www.quake2evolved.com/overdose
The basic gray text on black stands out acceptably. However, the menu bar buttons blend to their backdrop colour. You can bump those pieces of text right up to white to make them stand out.
A few basic colour rules to cover this are: Light gray works on black, dark gray works on white. Gray on Gray does not work, though that's true even more on the internet, as you have to take contrast variances into account.
I've done a shit job, but this is what I meant:


A few basic colour rules to cover this are: Light gray works on black, dark gray works on white. Gray on Gray does not work, though that's true even more on the internet, as you have to take contrast variances into account.
I've done a shit job, but this is what I meant:

