Id Tech

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  • Doom 3 source code available now, gory customizations welcomed

    by 
    Mat Smith
    Mat Smith
    11.23.2011

    Doom for everyone. It's not a particularly festive message, but as promised earlier this month, the Doom 3 source code is now out on a general public license. Programming types can meddle with the game's inner workings as wintery temperatures force them to huddle close to the warm hum of excessive gaming rigs. Doom dad John Carmack announced the release to his horde of Twitter followers, while doffing his cap to Timothee Besset, who helped sidestep some shadow rendering license issues that had dogged an earlier release. Peer into the source code at the link below, and know the true face of despair Doom.

  • Carmack: Doom 3's engine ready for open-sourcing, awaiting 'OK' from legal

    by 
    Dante Cesa
    Dante Cesa
    11.01.2011

    When the granddaddy of FPS tweets, we listen. For those unaware, that's John Carmack -- you know, the guy behind games like Doom, Quake and Rage -- confirming that Doom 3's engine, id Tech 4, is all bundled up for its open-source release, only awaiting clearance from legal. To be verbose, that doesn't mean you'll be getting down with a gratis copy of Doom, but rather with the powerhouse that powers it, a veritable boon to game developers and tinkerers, alike. The release is par for the course for the company, as id Software's been routinely open-sourcing its older engines for as long as we can remember. We'll keep an eye out for when it drops, but while you wait, feel free to read an interview with the visionary himself.

  • Brink review: Jumping high and falling flat

    by 
    Griffin McElroy
    Griffin McElroy
    05.10.2011

    In decades past, when the first-person shooter genre -- hell, when the whole of three-dimensional gaming -- was still very much in its infancy, shooters could scrape by on nothing more than their inclusion of amusing, oftentimes absurd innovations. Combat didn't have to be perfectly tight, weapons didn't have to be balanced to a T, and developers didn't need to worry about character progression to retain their audience. Some might argue that the genre's formative years produced some of the greatest shooters of all time. What they cannot argue with, however, is this: Those days are over. Brink is built on the back of some very unique ideas, the most notable of which being its fluid, parkour-inspired movement and its procedurally generated player objectives. They have promise, to be sure, and even manage to realize some of their potential -- but unfortunately, any innovation Brink brings to the table is mired in its habitually imbalanced nature, as well as its sometimes stupefyingly flawed gameplay design.%Gallery-96252%