Date: 2/29/04 at 4:32PM
This is my Doom 3 update. There are a lot of sources off Google so this will be brief. Doom 3 is going to use bump mapping and sound data, shadows loaded with the pixels itself. Doom 3 will use 20 texture passes per second. This new technique is invented by ID Software. The game will be hugely polygon based. As many as 10,000 polygons on objects with their own bump map lighting. The games characters, bots will be bump mapped as well. I'm guessing that the textures will be 128-bit instead of 64-bit because I saw the screen shots, and they look beyond that of Half-life 2. The extra 64-bits will add more color, shadow, depth, a sharpness. Doom 3 will have lighting created in the game engine, and there will be no lighting effects or shadows loading with the map. For the first time ever, moving objects can also have shadows. ID software sounds like they'll be requiring a Pentium 4 2.0 Gigahertz PC with 256 MB of RAM, and a 128 MB graphics card to play Doom 3 at 800x600 at a good framerate. Doom 3 was presented at QuakeCON 2K3 powered by 128MB and 256MB Geforce and Radeons. Doom 3 will need triple much power as Neverwinter Nights because of the polygons. I don't want to blow your guy's brain so go to http://www.doomworld.com/doom3/ for a complete faq.
I know some of you loved Goldeneye, I know I have. I found out a stand alone game that will have the complete Goldeneye single player, and multiplayer running in high res on your PC. It looks like Wolfenstine. Found at http://goldeneye.new...m.com/download.shtml.
Otherwise, many of you may know, but there is also a Goldeneye port for Half-life avaliable at http://www.3ddownloa...elefragged/goldeneye I have the 1.11 patch, but this game will work with any patch dated after June 2000. Goldeneye 2 was just announced by EA Games this week, and it will be multi-platform. No news whether or not it will be developed for PC.
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