At Blizzard's World Wide Invitational event in Paris, Diablo 3 has been formally announced. We've got hot new screenshots and trailers as part of our coverage of this anticipated title!
Solid Snake is back in his first next-generation adventure! Is this the killer game you've been waiting to justify your purchase of a PS3? Read on for the verdict.
The crack-like addiction of Civilization has found its way to the consoles. How does it stack up against the revered PC version? Read our review for the details!
Landscape-style engine that pretends to be an indoor first person shooter engine. Combines very high precision dynamic occlusion culling with a form of geometric mipmapping on the whole world for dynamic LOD for configurable fps & graphic detail on most machines. Uses OpenGL & SDL.
Allows in-engine editing of geometry in full 3D (you fly around the map, point / drag stuff to select it / modify it), which can even be done with multiple people at once (a first!). Has simplistic but effective fine grain vertex lighting that looks like lightmapping and can do dynamic lights & shadows. Doesn't need any kind of map precompilation, even lighting is done on the fly. Has very simplistic quad-tree world structure that can do slopes (heightfields with caps) and slants, water, does decent collision detection & physics, has client/server networking that goes a long way in giving a lag-free game experience, and features a Doom/Quake-style singleplayer and multiplayer game with some uncompromising brutal oldskool gameplay.
Most of the engine design is targeted at reaching feature richness through simplicity of structure and brute force, rather than finely tuned complexity.