Id Tech 5
id Tech 5 is currently the name of the Moteur of play of Id Software under development. It was revealed for the first time at the time of WWDC 2007 by John Carmack.
For this version, id changed the usual diagram of naming. The preceding driving one was named Doom 3 engine name of the play for which it was created, it from now on is called Id Tech 4. The name now lets show through more easily the relationship between the various engines.
The engine of play will be used for the future play of id, Rage and also for the continuation of the series Quake .
Demonstrations
The engine was revealed for the first time at the time of WWDC 2007 by John Carmack, demonstration using an Apple Macintosh in 8 hearts. However, the demonstration used one heart and one process OpenGL functioning on a video chart of Nvidia Quadro 7000 equipped with 512 Me.The first real public demonstration took seat with the QuakeCon 2007. Part of the demonstration presents the aspect Multi-platform, where four machines (Windows, Mac OS, PlayStation 3, Xbox 360) made function a sequence of presentation of Rage . A long part presented the tools of editions.
Functionalities
The demonstration made with the WWDC 2007 used 20 Go of textures (technology MegaTexture advanced, that developped at the point since Enemy Territory: Quake Wars with the Id Tech 4, and of textures being able to go to a resolution of 128000 by 128000 pixels) and an entirely dynamic and modifiable world.The graphic engine makes it possible to manage the posting of half-light by the means of Shadow map S. It is different from that used by the engine id Tech 4, which generated rectilinear shades without phenomenon of half-light.
The engine is Multi-platform (Windows, Mac OS, PlayStation 3, Xbox 360), and id announces that it makes it possible to return the same contents on various platforms, automatically adapting it to the capacities of the target machine. This would reduce the complexity of a deployment of play on several systems.
The engine would also manage several other graphic effects as the High dynamic arranges rendering (taken into account of the intensity of the light), the motion blur (fuzzy object resulting from a fast displacement). The engine would be also Multitâche and would manage in parallel made video and sound, logic suitable for the play, the artificial intelligence, and physics.
See too
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