About me…. Trained Artist and Computer Animator Online Gaming and Mod Community Birth Founder Member of Torc Interactive 1999, now Instinct Technology since 2004 Dark Water Studios break Away Company Academic Fellow Digital Human Visualisation, University of Ulster
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* First FPS. * 3d Enviroment, everything else 2d. * Low Quality Textures but Huge Development. * changed gaming forever! 64x64
*Textures become more real. *More 3d Geometry on Screen. Some 3d Elements. Low Quality Anims and Textures (128X128)
Dev of Doom1. Higher quality textures. More details in the enviroment model. Better Effects and Animations
First full 3d game. Textures low quality. Some Effects. Characters 3d. Baked in Lighting. 256x256
Dev of Quake1. Better Texture size- (512X512) Better Lighting Algorithms. 1000 polys. Effects and Animations much improved.
Return to Castle Wolfenstein
Dev of Quake2. Better Effects. Baked in Lighting. 1024x1024. 1400 Polys and Animation System – First Bone Attempts.
Better Lighting Again. Polys 1400 polys. 1024x1024 textures. First Shaders in Effect. Simple Bone System in place. Geometry much higher.
Huge Step in lightning- Real Time per pixel Lighting via Normal Maps. Full Bone Structure. New depths of cinematographic game. Simple Physics available (bespoke)
Much Better lighting and texturing. Larger renderable area. Characters 3000 polys. Textures up to 2048x2048. Full Animation System and Physics Improvements.
Qauke Wars Enemy Territory
iD go outside! First megatextures in use. More effects, polys, texture quality and vehicles. Huge step for iD (and gaming engines).
Engine Comparison Overview.xls
Work Flow Overview.xls