Caesar
September 1st, 2000, 11:43 AM
You missed a few tidbits in his workshops.
First of all, he mentioned in the workshop from the last QuakeCon that the new engine will have a totally dynamic lighting model. Utlizing T&L probably. This will definitly help set the mood to "scary". He talked a bit about visibility analysis and hinted that he might end up using Portals: "I would be very happy if the new engine didn't have a pre-compile stage".
In his latest workshop he mentions that the level-file contains the geometry of the level, and nothing else. This means he has chosen a Portal scheme for the visibility analysis. Now, the cool thing about portals is that the environment doesn't have to be static. Graeme Devine has also said that "static environments have to go for our next title".
The conclusion from this is: The renderer will have GeoMod type of levels where you can destroy walls, ceilings etc. It will be totally dynamically lit. The levels won't have to be compiled before running them (this is stated explicitly in Carmack's latest workshop) which will make life easier for mod-makers etc.
In his plan he also says they are looking for in-game-cinematics modellers. Which means that there will be FMV sequences. Now, they hired Jim Dose who developed a lot of neat stuff at Ritual, among other things the best cut-scene scripting yet. You can bet your ass that some sort of in-game cut-scenes using the game engine will be in there.
Carmack also stated in his latest workshop that there probably won't be co-op in the game. It's too story-driven for that.
That's all I can think of right now.
Thanks.
First of all, he mentioned in the workshop from the last QuakeCon that the new engine will have a totally dynamic lighting model. Utlizing T&L probably. This will definitly help set the mood to "scary". He talked a bit about visibility analysis and hinted that he might end up using Portals: "I would be very happy if the new engine didn't have a pre-compile stage".
In his latest workshop he mentions that the level-file contains the geometry of the level, and nothing else. This means he has chosen a Portal scheme for the visibility analysis. Now, the cool thing about portals is that the environment doesn't have to be static. Graeme Devine has also said that "static environments have to go for our next title".
The conclusion from this is: The renderer will have GeoMod type of levels where you can destroy walls, ceilings etc. It will be totally dynamically lit. The levels won't have to be compiled before running them (this is stated explicitly in Carmack's latest workshop) which will make life easier for mod-makers etc.
In his plan he also says they are looking for in-game-cinematics modellers. Which means that there will be FMV sequences. Now, they hired Jim Dose who developed a lot of neat stuff at Ritual, among other things the best cut-scene scripting yet. You can bet your ass that some sort of in-game cut-scenes using the game engine will be in there.
Carmack also stated in his latest workshop that there probably won't be co-op in the game. It's too story-driven for that.
That's all I can think of right now.
Thanks.