Here's a question for you: since Quake3 requires hardware acceleration, why doesn't Carmack move away from using BSP trees to store world information?
Anyway, I have no idea how the vis method differ between the engines, or exactly how the lighting techniques differ. I could venture some guesses, but I really don't know for sure. Please enlighten me.
However, you've shown that you're biased since you have "friends" who work in companies that use the Quake2 engine. Of course they will think it's better -- nobody would willingly choose an engine they feel to be inferior. However, there are over a dozen Unreal engine games in the works, and I bet the programmers at those companies would tell you all about how the Unreal engine is superior.
I never said you could write a fully featured, well optimized engine in a month or two. I said you could write an engine in that time, which a decent programmer most certainly could.
I guess I underestimated your knowledge, and I apologize. However, you really don't need to be such an ass about it -- it's not that big a deal.
Anyway, I have no idea how the vis method differ between the engines, or exactly how the lighting techniques differ. I could venture some guesses, but I really don't know for sure. Please enlighten me.
However, you've shown that you're biased since you have "friends" who work in companies that use the Quake2 engine. Of course they will think it's better -- nobody would willingly choose an engine they feel to be inferior. However, there are over a dozen Unreal engine games in the works, and I bet the programmers at those companies would tell you all about how the Unreal engine is superior.
I never said you could write a fully featured, well optimized engine in a month or two. I said you could write an engine in that time, which a decent programmer most certainly could.
I guess I underestimated your knowledge, and I apologize. However, you really don't need to be such an ass about it -- it's not that big a deal.
Comment