An interesting read, for those who like this sort of thing and aren't already familiar with how the game's internals work. I thought the following quote sounds promising for Doom4 MP.
Fabien : What do you think summarize the main innovations in idTech3 besides:
- Bot I.A
- Virtual Machine: Combining QuakeC portability and Quake2 dll speed.
- SMP & Shaders renderer.
- New Network code.
John Carmack: The explicit split of networking into a client presentation side and the server logical side was really the right thing to do. We backed away from that in Doom 3 and through most of Rage, but we are migrating back towards it. All of the Tech3 licensees were forced to do somewhat more work to achieve single player effects with the split architecture, but it turns out that the enforced discipline really did have a worthwhile payoff.
Links: code review, Q3 source code, Carmack's tweet
Edited by wn at 13:06 CDT, 1 July 2012 - 3651 Hits