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众所周知 卡马克的id工作室开发的3D游戏引擎是很牛逼得 这个引擎会采用那些新技术呢?
网上搜不到什么东西啊?![]()
就知道id自己先会出一个Rage 貌似是赛车+射击 别的就不打清楚了
DX9C? DX10? 还是OpenGL2.1?(貌似OPenGL3.0没有显卡号称支持)
http://www.*********.com/news/game/2008-04-18/1208515415d8391.htm
我个人还是希望用OpenGL引擎 其实如果用好的话openGL效果还是很不错的 不过貌似编程比DX麻烦
不过卡马克的能力大家也是知道的 像当年第一次玩Q3那个震撼啊~~希望id Tech5能带来和DX10不一样的感觉
如果能够用openGL实现胜过DX10的效果就好了~~这样也不用整天想要不要换Vista了~~ http://pcdiy.i530.cn/2/lib/200706/13/20070613197.htm
找到几张图片演示~~不过清晰度不高
id Tech 5 is the name of the new game engine developed by id Software. The name follows id's new naming scheme, which gives information about the generation of the engine (for example the Doom 3 engine is now called "id Tech 4"). This was done so people wouldn't build too strong an association with the in-house game anymore. It was demonstrated for the first time at the WWDC 2007 by John Carmack on an eight-core Apple Macintosh computer; however, the demo only used a single core and a single-threaded OpenGL implementation running on a 512 MB 7000 class Quadro video card.[1]
The engine was shown to potential licensees at E3 2007, but not to the public. The first real public demonstration took place at QuakeCon 2007[2] during the annual keynote held by John Carmack. The game engine will be used in id's upcoming game, Rage as well as a new game in the Quake series.The demonstration with which the new game engine was shown had 20 GB of texture data (using a more advanced MegaTexture approach using textures with up to 128000x128000 pixel resolution) and a completely dynamically changeable world.
One of the features the renderer will include is a penumbra in the shadowing, by using shadow maps. This is unlike the shadowing of the id Tech 4 engine, whiad very sharply defined shadows, with no penumbra.
John Carmack mentioned in his keynote at QuakeCon 2007 that the id Tech 5 engine will be OpenGL based, thus not requiring DirectX 10 to run.[3]
The engine is cross-platform, making it possible to render the same models on different platforms without the developer having to write different code for each platform. This reduces the complexity of deploying a game on multiple systems.[4]
The engine will likely feature a number of other graphical effects such as various materials for lighting, high dynamic range rendering-centric effects, and motion blur. The engine will also support multi-threaded processing on the CPU for many of its tasks, including rendering, game logic, AI, physics, and sound processing. |
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