Previously referred to as the 'Doom 3 Engine', Tech 4 is id Software's current licensing platform. Powering games such as Doom 3, Quake 4 and Enemy Territory Quake Wars, Tech 4 revolutionized the use of realtime dynamic lighting as well as other technologies.

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Blog RSS Feed Report abuse Latest News: Ground Zero: Terrain and vegetation tech

17 comments by jlambvo on Feb 29th, 2008 digg this super bookmark


We've been very neglectful of our moddb profile throughout 2007, but we'd like everyone to know that this project is still very much alive. Many of our team members have moved on to positions in the commercial world, but a few of us are maintaining progress on Ground Zero with the little free time we have. Please know how much we appreciate the supportive comments from all of you; we would not keep going without them!

Desert range with shrubbery!

This spring we will be releasing a new public demo that will show the very rough underpinnings of inter-faction warfare and how the player character will be able to influence it.

Satellite elevation data

The player will traverse cross-country (via 2D map) between a number of urban centers, divided between three rival factions. He is not alone however, as each city generates raiding parties that seek out and destroy rival armies and lay siege to enemy cities. Established cities grow in population over time, becoming more powerful, and NPCs in every party will be persistent and gain experience in a simple form. For now, factions will always remain neutral toward the player character, but the user can choose to have his/her character intervene in ongoing battles on behalf of either side. The game will "end" when one faction dominates the wasteland.

debug heightmap

(stress-test map applied as a heightmap, then as a water map)

crazy terrain

Because a large portion of the game world will consist of natural environments, and is far too large for a small group to meticulously hand craft, we have spent a significant amount of time developing methods for procedural generation of terrain and vegetation.

crazy foliage

The world is divided into a grid of "sectors". For each sector, the terrain is generated from heightmaps taken from real world satellite imagery, which is then populated with a mix of interactive and non-interactive vegetation based on "water maps", elevation, and slope angle. Finally, a "population map" can be referenced to determine where structures and roads should appear. The random seed for any generated content is saved for that character's campaign, so each sector will appear to be persistent. This process is as random or controlled as we want... eventually, as we gain the content bandwidth, we can specifiy where unique buildings and landmarks will appear to break up the repetitive appearance of procedural environments.

Desert range 2

desert range 3

More details on the terrain + foliage can be found here: Doom3world.org

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Comments
Captianchase
Captianchase Jul 27 2008, 6:17pm says:

my guess is open source in 2009, because id tech 3 went oppen source 6 years after it was introduced so hopefully so will this one

+1 vote     reply to comment
viper276
viper276 May 6 2008, 11:47am says:

great engine

+1 vote     reply to comment
bobwashere
bobwashere Dec 16 2007, 3:06pm says:

Watch this one, guys. I bet it goes opensource in a few years.

+4 votes     reply to comment
dinky
dinky Dec 19 2007, 12:49am replied:

All of John Carmack's engines go open source eventually... Id tech 1, 2, and 3. Eventually 4 and even 5 will be open source. It's a tradition John Carmack is passionate about.

+4 votes     reply to comment
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