For his program, Carmack simplified a technique for rendering realistic images on then high-end systems. In raycasting, as it is called, the computer draws scenes by extending lines from the player's position in the direction he or she is facing. When it strikes a surface, the pixel corresponding to that line on the player's screen is painted the appropriate color. None of the computer's time is wasted on drawing surfaces that would never be seen anyway. By only drawing walls, Carmack could raycast scenes very quickly.
On the one hand, id is saying they don't plan on being done by the end of the year (per last's night's posted interview). But they seem to be doing A LOT of interviews lately.
"Tellingly, the physics implementation seems to be quite young, suggesting it was 'bolted on' after the capabilities of the Source engine became apparent."
How will the physics engine differ from other games that id has done in the past?
We have a very good physics engine, it’s very realistic, and is being developed internally. We’ve never had that before, and so it makes things a little more believable.
In a Planetcrap.com post on 11/15/00, Jim Dose had the following to say about a handful of popular 3D engines:By this time next year, most, if not all, of the games made with these engines will use a fully featured physics engine, if not developed internally by the developer, then licensed from someone like Havoc or MathEngine.
While not a hard-and-fast proof of any sort, this seems to strongly indicate that the Doom 3 engine will have a realistic physics model.
To finish the demo, Tim spent a little time showing off how the physics and lighting systems would interact. First, Tim showed the physics system by shooting some boxes off a shelf -- the boxes would react differently depending on where they were shot. Next, Tim shot the side of a lighting fixture, causing it to swing back and forth, and subsequently cast moving shadows on the zombie below.
the 2nd window - theres a guy outside shooting in ... then he is ignored
apart from the obvious crowbar break delay