Doom 3 (Windows) 2004
First real-time graphics with fully dynamic per-pixel lighting and stencil shadowing, self-shadowing
Magazine review-Edge (2004)
Magazine preview - GamePro australia (2003)
Magazine commercial - GamePro australia (2003)
Magazine preview - Games tm (2003)
Magazine review - GMR (2004)
Magazine commercial and preview - PC Games Addict (2004)
Magazine preview - PCGameplay (2002)
Magazine preview - Xbox Australia (2004)
1) Longer outdoor excursions that got scrapped mostly due to engine considerations.
2) A number of reviewers praised the attention paid to the game's premise and setting; GameSpot's Greg Kasavin described getting "the impression that Doom 3 takes place in a fully realized world"
3) The Doomguy speaks only one word in the entire game. That word is "God..." as he sees the Cyberdemon. Incidentally, this is the first time the main character in a DOOM game talks. (Btw in The
Alpha version of this game The doomguy actually speaks at the beginning of the level)
4) On Site 3 and the Excavation Dig Site, there are four stone tables which the archaeologists had found. One of these is showing the ancient hero in a battle against the forces of hell. This ancient hero is actually the Marine from the original DOOM, and the stone tablet looks almost exactly like the front cover of the original US DOS
5) Further Doom game developed by id Software on their new id Tech 5 game engine, Doom
4, was announced in May 2008
6) The abbreviation of weapon BFG stands for "Big Fucking Gun"
7) The chainsaw was mistakenly shipped to the Mars Base by the Mixom Corporation; they were actually supposed to send a shipment of jackhammers.
8) Per-pixel lighting refers to any technique for lighting an image or scene that calculates illumination for each pixel on a rendered image. This is in contrast to other popular methods of lighting such as vertex lighting, which calculates illumination at each vertex of a 3D model and then interpolates the resulting values over the model's faces to calculate the final per-pixel color values.
9) Stencil shadowing - Tim Heidmann showed in 1991 how to use the stencil buffer to render shadows with shadow volumes quickly enough for use in real time applications. There are three common variations to this technique, depth pass, depth fail, and exclusive-or, but all of them use the same process.
10) Self-Shadowing - make allow non-static objects in the environment, such as game characters and interactive objects (buckets, chairs, etc.), to cast shadows on themselves and each other. For example, without self-shadowing, if a character puts his or her right arm over the left, the right arm will not cast a shadow over the left arm.
11) Ultimate graphics setting machines at the time aren't ready for and won't be able to support until the next generation of graphics cards comes out.
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