whitewolf wrote:Now that id has been bought by Zenimax (Bethesda), I am crossing my fingers for a source release but wouldnt bet on it anymore. Plus it will be 2010 at the earliest, since it will have to wait until Rage ships (Carmacks own words).
I was at his keynote and got the impression he would like to, so it comes down to approval - I can't participate in speculation as I am an id contractor.
whitewolf wrote:I dont think Darkplaces is quite on par with id Tech 4 yet. Its certainly getting there, and it may have surpassed tech 4 by the time id open sources their engine. Id tech 4 is wholly geared towards realtime lighting, and although slower than a lightmap solution, it tends to look better. Doom 3 allows you to project shadow masks onto every surface simply by setting a .jpg key in the editor, whilst still having the light be wholly dynamic. This allows for things like a swinging ceiling light that projects a "fake" soft shadow cast by the grating onto the floor, as well as real stencil shadows if you stand under it.
You can do such projection tricks with cubemap filters on lights in DarkPlaces too, it's actually more powerful.
I'm not sure it's fair to compare DarkPlaces and idtech4 on features, they are geared toward different things and have substantially different team size (one or two active programmers vs a dozen).
whitewolf wrote:Darkplaces realtime shadows seem to be very slow.
Actually the lighting is slower than the shadows, but both hurt severely, they have an extremely variable impact on framerate (the game runs very well all the time if you have realtime lighting turned off).
whitewolf wrote:I have yet to see a Nexuiz map made wholly with blender. Another poster told me it was possible, but the lightmap resolution went down the drain if a single triangle was too big. Being able to model and texture an entire map in Blender has its advantages.
Well subdividing a mesh isn't any big trouble in Blender, so I'm not sure what to make of this.
However all lightmap problems are in q3map2, I wish there was someone willing to upgrade/maintain that.
whitewolf wrote:Doom 3 has ragdoll and prop physics. You can specify elasticity, weight, friction etc. for props. Not that thats really necessary in a deathmatch fps.
Indeed, not necessary, partly because (unlike HalfLife2) the continual rocket-fire typical of a Nexuiz game would ensure the props are continually bouncing around the rooms and getting in the way.
As for Doom3, it's worth noting that the entire physics engine is in the released (moddable) gamecode SDK, it is not part of the engine, although the collision routine it relies on is.
whitewolf wrote:One thing Darkplaces does have is true hdr, whereas Doom 3 only has bloom.
I'm not sure it makes sense to compare hdr and bloom features as a deciding point on an engine choice
