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Old 07-20-2014, 06:43 PM   #1374
Echo Black

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Re: Doom 4 Thread Part 2
Originally Posted by Damien_Azreal View Post
It's also been said that idTech6 doesn't use traditional polygons to build the models.
It works by raycasting the geometry represented by voxels (instead of triangles) allowing a much higher level of detail on models and the environment.
I wish that was true (I miss the id that pushed hardware and made people upgrade their PCs), but I'm fairly sure it won't be the case. That was a Carmack quote from 3 years ago and back then the plan was to make a PC-focused Doom 4 and scale down to consoles. I'm fairly sure it will use traditional polygons, especially if they want to make a fast game with multiple enemies onscreen. It could use raycasting in some form (e.g. for calculating specular highlights, instead of cheating it with a specular map) and voxels for certain specific terrain, I suppose. But I'm betting on it being a relatively "sober" engine, like a fork of id tech 5. Megatextures are probably out.
“Having a reasonable grounding in statistics and probability
and no belief in luck, fate, karma, or God(s), the only casino game that interests
me is blackjack. Playing blackjack properly is a
test of personal discipline."
- John Carmack
Last edited by Echo Black; 07-20-2014 at 10:43 PM.
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