GameSpy interviewe le messie des FPS : John Carmack. Forcément, ils discutent de Doom 3 et de son moteur 3D. Carmack explique qu’il a commencé à développer le moteur tout seul pendant que le reste de la devteam travaillait sur TeamArena. Il parle aussi des outils mis à la disposition des mapeurs et modeurs :
Carmack: A big plus is that all of our tools are now built in to the game, so every release automatically has the tools that were used to build the game. The game also uses the same map file that the editor uses, so the original source data can be opened up with any copy of the game.
We have not yet decided exactly where we are going to break the source code for mod making, but it is certain that it is going to be a C++ DLL.
Artists are going to have a significant learning curve to properly deal with the bump maps, but again, all the tools we use to generate them are included with the game.
Level designers have to retrain themselves to use lighting more efficiently. Instead of plastering in hundreds of little lights to get your light maps the way you want, you need to think about primary key lights in a scene, and fill in around them as necessary. Cinematic lighting skills are now directly relevant.
D’autre part, les mendiants de la bande passante seront ravis d’apprendre que GibMe.com à mis en ligne des screenshots extraits de la vidéo diffusée cette nuit (merci à l’anonyme qui a posté le lien).




