It's id Software; anything Carmack makes is OpenGL and will be open source after his next two titles are released, which is why you can easily get the source code for things like Quake 1, 2 and 3 and, if my counting is correct, soon Doom 3 as well.
Really looking forward to this game, got it pre-ordered, hope it will fill the planetside sized gap in my heart that I couldn't stomach filling with BF2142.
The megatexture stuff is such a good idea, I really don't like seeing obvious texture repeating and this solves that problem nicely.
Ah megatexture, I remember spending ages pondering over what it actually did back on the doom3world forums when the name first emerged, if I recall correctly I was bang on accurate. :D And yeah, for those who are wondering, the compressed textures are much smaller than 3Gb, so you don't need an insane amount of video memory to play the game. Also, a lot of the texture is actually streamed as I understand it, so it runs nice and smoothly, no insane load times. The funny thing about megatexture is that it's actually working in D3, and that was released what, two, three years ago? All it missed was a short compiler file that someone recently wrote.
According to Carmack, when he started on what was to be the D3 engine, he had two projects to work on: real time pixel lighting, or unique texturing. Given the content of D3, he opted for pixel lighting, but he said he could have developed unique texturing, that's megatexturing on everything, not just the landscape, years ago had he the time. Megatexture is the first incarnation of unique texturing, which was present in the D3 engine from very early on. The full version, which spells the end of tiling textures once and for all, is the main selling point of id's next engine, like the pixel lighting was the D3.
Quest would be damn sweet, if only because its the one thing I can see Carmack getting involved with plot and storywise because of how serious he was with the RPG games they used to play. I imagine a massie amount of Daikantana references would be loaded in too.
well, judging from the footage of the new engine (IDtech 5), they're aiming to create a super streamlined, uber optimised engine as oppose to nex gen graphics that won't run on anything but a super computer (cough*crytech2*cough). If this is the case, it would lend itself to an RPG FPS like Quest was always supposed to be. Also, Carmack has stated that the new game will not be a sequal to anything, it's a new IP, but it will be a name we're familiar with. Which again leads me to conclude it's gonna be Quest.
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The megatexture stuff is such a good idea, I really don't like seeing obvious texture repeating and this solves that problem nicely.
According to Carmack, when he started on what was to be the D3 engine, he had two projects to work on: real time pixel lighting, or unique texturing. Given the content of D3, he opted for pixel lighting, but he said he could have developed unique texturing, that's megatexturing on everything, not just the landscape, years ago had he the time. Megatexture is the first incarnation of unique texturing, which was present in the D3 engine from very early on. The full version, which spells the end of tiling textures once and for all, is the main selling point of id's next engine, like the pixel lighting was the D3.
Which I'm hoping will end up being Quest.