I also know that every single one of you complainers out there will buy the game when it comes out.
Do I detect System Shock like objectives?Heh, that's EXACTLY what I've been thinking lately. Doom III is sounding a lot like System Shock III. I had really been skeptical about Doom III but the more I hear about it and the more I think of what System Shock was like, the more I'm coming to look forward to it.
Before you all ask, Activision has politely informed me that we have to remove the article until September 23rd.
On the way through the complex Willits encountered a downed marine slumped in a bloody heap, alive enough to utter: "Don't wait for me buddy - they surprised us - they came out of nowhere", before pushing on to the Alpha labs to track down a member of the 63 Science Team, and grab a PDA.
Way to miss the point
"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.