" Hell has never looked so good! " PC Powerplay Magazine n95 - January, 2004.
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" Hell has never looked so good! " PC Powerplay Magazine n95 - January, 2004.
" You may end up in hell, but it sure is Heaven getting there, let me tell you! "
PC Powerplay n103 - September, 2004.
" The new spirit of first person shooting! "
Play Magazine n048 - December, 2005.
Ahead of #QuakeCon this year, we're adding another #Quake game to The List. In its fourth entry #RavenSoftware changes up the pace of the game and streamlines its story. How does that turn out in the final product and where does it rank on The List? Tune in and find out.
If you play this at 0.25 x speed and skip to ~00:16, you can see the zombies do their best impression of that scene from Risky Business.
Prey + sikkmod
These look absolutely sick. Not bad for an engine from 2004 huh? See the forum links for authors + hi-res.
here and here
Fabien Sanglard reviews DOOM 3's source code
Interested in an open source graphics engine?
The 2004 first-person shooter (FPS) game featured dynamic light and shadow effects Software developer Fabien Sanglard has completed his source code review of the first-person shooter (FPS) DOOM 3. The source code review will be useful to anyone who is considering using or modifying the open source graphics engine of DOOM 3 to either create new games or repurpose it for some other task. Source code for the DOOM 3 was originally released under the GPLv3 by id Software last November, but at 601,047 lines of code, the id Tech 4 game engine it uses is nearly twice as big as its predecessor, which was used for Quake III. Sanglard has previously published similar reviews for classic games such as Another World, Quake II, the classic and iPhone versions of DOOM, and others. Among the topics that Sanglard covers in his recently published DOOM 3 Source Code Review is the graphics engine's renderer. When DOOM 3 was released in August 2004, the engine set new standards with its "Unified Lighting and Shadows" and "Visible Surface Determination", both for runtime and "Multi-pass Rendering" for scene lighting. Sanglard also published a Q&A with id Software co-founder John Carmack in which they discuss further details. Carmack says, for example, that although the team more or less "slid into" its decision to use the C++ programming language for DOOM 3 instead of C, he is now certain that C++ is the right choice, especially for large multi-developer projects that place high priority on performance.
Doom 3-Quellcode veröffentlicht
Nach vielem Hin und her wurde gestern endlich der Quellcode der id-tech-4-Engine veröffentlicht.
John Carmack veröffentlicht regelmäßig die von ihm geschriebenen Engines um damit dem Nachwuchs die Möglichkeit zu bieten, mit einer professionellen Engine zu arbeiten. Die id-Tech 4 Engine sollte bereits im August dieses Jahres veröffentlicht werden, musste jedoch wegen eines Lizenzstreits verschoben werden. Dieser drehte sich um die Technologie, mit der die Schatten gerendert werden, da diese von dritten entwickelt wurde. Carnack selbst hat diese jetzt umgeschrieben, womit dem Release nichts mehr im Wege stand. Seit gestern können Nachwuchsentwickler die id-Tech 4 für nicht kommerzielle Projekte verwenden.
Den Download findet ihr hier