S
Sp0ck
Guest
Crusader, you are missing the point.
Surak teaches that we must Learn to discern that which seems to be, and that what you wish it to be, from what truly is.
There is nothing wasted in Doom III. Everything is used in the most efficient way. While an object in the world may be stationary, the light that casts the objects shadow may not be.
Therefore, in half-life2 you may have a small room with a box, and a partition jutting from the wall. Each casts a shadow, but because the partition is not a dynamic object its shadow is static, while the small box casts a projected shadow map based on the light source. If the light source is changed in any way, then the boxes shadow is altered accordingly, yet the partitions shadow remains static. This is far from the consistency that Carmack has achieved in his new engine.
The ultimate goal is to leave shadow maps behind alltogether, for it is the next logical step towards ultimate realism and consistency. And this is the time to do it. Consider, if you will, all of the next generation games using similar lighting systems to Doom III. It is obvious many other developers feel the same.
Surak teaches that we must Learn to discern that which seems to be, and that what you wish it to be, from what truly is.
There is nothing wasted in Doom III. Everything is used in the most efficient way. While an object in the world may be stationary, the light that casts the objects shadow may not be.
Therefore, in half-life2 you may have a small room with a box, and a partition jutting from the wall. Each casts a shadow, but because the partition is not a dynamic object its shadow is static, while the small box casts a projected shadow map based on the light source. If the light source is changed in any way, then the boxes shadow is altered accordingly, yet the partitions shadow remains static. This is far from the consistency that Carmack has achieved in his new engine.
The ultimate goal is to leave shadow maps behind alltogether, for it is the next logical step towards ultimate realism and consistency. And this is the time to do it. Consider, if you will, all of the next generation games using similar lighting systems to Doom III. It is obvious many other developers feel the same.