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> Doom3 is the proof that “keep it simple” works This statement suits even better to id Tech 3 (Quake 3). John Carmack mentioned: I still think the Quake 3 cod
by frik 12y ago
> Doom3 is the proof that “keep it simple” works
This statement suits even better to id Tech 3 (Quake 3). John Carmack mentioned: I still think the Quake 3 code is cleaner, as a final evolution of my C style, rather than the first iteration of my C++ style [Doom 3]: http://kotaku.com/thanks-a-few-comments-in-some-ways-i-still-think-the-454293019 http://kotaku.com/thanks-a-few-comments-in-some-ways-i-still... and he linked to his blog post about "Functional Programming in C++" on the now defunct but former popular AltDevBlog: https://web.archive.org/web/20130126164111/http://www.altdevblogaday.com/2012/04/26/functional-programming-in-c https://web.archive.org/web/20130126164111/http://www.altdev...
The engine of Doom 3 (id Tech 4) was good. The game itself was repetitive and a bit boring. It was a few months late Aug 2004, and Far Cry 1 (March 2004) already overshadowed it in terms of graphics and gameplay.
Licensing the id-Engine to other companies was very successful during the id Tech 2 (Quake 1/2) and id Tech 3 (Quake 3) era. Back then the Unreal engine was only used in Unreal and Unreal Tournament '99, with Deus Ex as an early adopter.
But few games were released starting with id Tech 4 (Doom 3) and later id Tech 5 (Rage). Compromises during the development of id Tech 4+ meant it wasn't suitable for many different purposes. Only small levels with a few light sources were possible - the later "mega texture" addition partly solved that issue but meant a huge hardware step during development and prevented Mods and custom maps. In retrospect the Unreal 3+ and CryEngine 1+ offered comparable results without sacrifice their universalizability. http://en.wikipedia.org/wiki/Far_Cry_(video_game) http://en.wikipedia.org/wiki/Far_Cry_(video_game) , http://en.wikipedia.org/wiki/Doom_3 http://en.wikipedia.org/wiki/Doom_3 , http://en.wikipedia.org/wiki/Id_Tech_4 http://en.wikipedia.org/wiki/Id_Tech_4
The Call of Duty franchise is still using modified Quake 3 engine heavily extended with Ritual's ÜberTools, now named IW engine and comes with many modern features like texture streaming. Half Life 1+2 are based on a heavily modified Quake 1 engine. http://en.wikipedia.org/wiki/Quake_engine http://en.wikipedia.org/wiki/Quake_engine , http://upload.wikimedia.org/wikipedia/commons/6/63/Quake_-_family_tree.svg http://upload.wikimedia.org/wikipedia/commons/6/63/Quake_-_f... , http://en.wikipedia.org/wiki/File:Quake_-_family_tree_2.svg http://en.wikipedia.org/wiki/File:Quake_-_family_tree_2.svg , http://en.wikipedia.org/wiki/Heavy_Metal:_F.A.K.K.%C2%B2 http://en.wikipedia.org/wiki/Heavy_Metal:_F.A.K.K.%C2%B2
All of these id tech engine games can be edited with the GtkRadiant map editor (Half Life, Call of Duty, Quake 3, Doom 3, etc.): http://en.wikipedia.org/wiki/GtkRadiant http://en.wikipedia.org/wiki/GtkRadiant
- scott_s 12y agoI was surprised to learn that CoD still uses something based on the Quake 3 engine. Any idea how much the engine has changed?
- Crito 12y agoYeah, in particular I'd be interested to know if CoD still uses Quake 3's VM model.
- amyjess 12y agoWait, HL2 uses the Quake engine? I know HL1 did, but I thought HL2's engine was Valve's in-house work.
- chadzawistowski 12y agoHL1 uses the GoldSrc engine, which is a heavily-modified version of the Quake engine. GoldSrc was again heavily modified to become the Source engine, but it does retain direct lineage to Quake. http://en.wikipedia.org/wiki/Source_%28game_engine%29#Origins http://en.wikipedia.org/wiki/Source_%28game_engine%29#Origin...
- amyjess 12y agoOh, that's pretty cool. Gotta love how well-known brand names like Source originated as internal dev jargon. I've always been fascinated with things like that.