John Carmack - Rage / CD-Action (1/3)

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Uploaded by on Aug 3, 2009

John Carmack opowiada o możliwościach id Tech 5 i zaletach nakładania dziesiątek warstw tekstur na siebie, by stworzyć realistycznie wyglądający krajobraz.

więcej o grze: http://www.cdaction.pl/tag-1808/rage.html
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John Carmack talks about id Tech 5's capabilities and how infinite layering of textures makes game visuals even more realistic.

http://www.cdaction.pl

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Gaming

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Standard YouTube License

  • likes, 4 dislikes

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Uploader Comments (MagazynCDAction)

  • Extremely annoying that the video starts with him speaking very low, followed by a tremendous loud intro video. Anyone who turned up his volume is met with an annoying and terribly loud jingle.

    When making videos, prevent this from happening. Keep volume levels the same.

  • Noted, will do.

  • when was this interview? 2007 , 2008 , 2009?

  • About a month ago.

  • July 2009

Top Comments

  • This guy is a Genius!!

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All Comments (56)

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  • John uses the right side of his brain, we use the wrong side.

  • I want him to describe graphics technology to me every night before I go to bed.

  • this guy is so smart he cant speak like a normal person

  • @Nervejunktion

    Yeah, no problem. About other aspects of games: in some of mane interviews, John Carmack was confused about timing in Rage, especially about position of sun (just like in Gothic 2 and 3). He said that after all they figured it out that it not really matters, because the game is not about that. They preffer to focus on core of the game than on details. About the game itself I though it's another shoot-to-kill game with awesome effects, but as I see it's more then that ;)

  • @reikosoft

    Hey man I really appreciate you explaining that to me...I know you have a much deeper understanding of this then I do. I know its not as simple as just magically making it happen like my comment may suggest ..in my perspective though the evolution of advancements is so unbalanced...these days we seem to have games that nail some aspects..and completely forget about the rest..mainly in graphics and effects..leaving out game play as a minor detail. Thanks for your comment:)

  • What I mean is that if you wan't to make hole in the wall therever you want, it have to affect source code (map unit) and in idea at this moment it's impossible, so it's replaced by textures.

  • @Nervejunction It's because model architecture. You see, on creating character step you are "drawing" it in code (or some special program to it). When you are considering getting bullet by this character, you must draw it again, step by step while bullet is getting hot it will be look like. It's abut 6-7 steps so it's 6-7 same characters but with litte differences. Of course it's older way to make it, but I wan't you to understand it in the idea.

  • waaaay over my head

  • Why is it that no matter how advanced graphics become getting hit by bullets still looks like an explosion of red paint? Essentially this technique has been used since the 90's. The player model is not physically affected by bullets merely becomes spattered with red.

    Picture perfect graphics are fine and dandy but getting immersed into the game

    relies on the little details. When these small things do not match the quality of the rest of the game your left feeling disappointed.

  • @Pintolool no. he just has a lot of free time.

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