Originally posted by: ikickpigeons
Hey with Doom 3 comming so close i just have some quick questions.
1) Is it just me or do the character models look a little like plastic?
This is due to the specular mapping of the characters. Game artists still haven't gotten the feel of good specular yet, so sometimes things end up...shellacked...
Originally posted by: ikickpigeons
2) Is this because of it being in OpenGL instead of Directx 9?
No. It's the fact that the art team chose to utilize this feature of the rendering engine. On characters, it does look a bit plasticy - however, it makes environments look a fair bit more realistic. A fair trade off IMO.
Originally posted by: ikickpigeons
3) Why did Carmack code the engine in OpenGL?
Because he wants easier multiplatform support?
This one is just a guess, but OpenGL makes the game easier to take to Linux, Mac, etc. All of Carmack's 3d engines have been coded in OpenGL.
Originally posted by: ikickpigeons
4) Does Doom have high poly models?
Not when compared with other games. Most of the models are only a couple (two) thousand polys or so - but that gets hidden by the lighting model, specifically normal mapping. You won't notice without squinting to examine them, and you certainly won't notice in game play.
Other games are pushing character models with up to 10,000 polys these days, but more polygons is not neccesarily better.
Originally posted by: ikickpigeons
5) Will Doom have special physics like Half-Life 2?
Some physics are involved, but they are mostly ragdoll for characters and objects. There is none of the interactivity, destructability, or cooperative ability that we've seen demonstrated in HL2. There are physics in Doom 3, but they aren't as advanced as HL2's.
Originally posted by: ikickpigeons
6) Whats the technical difference between OpenGL and Directx?
Feature set. Direct3D supports more features than OpenGL, and tends to get updated more often. Also, it's specifically supported by Microsoft, while OpenGL is open source.