As your crosshair approaches the screen, it turns into a mouse cursor, and you can control the computer as you would a regular desktop PC. It just feels so natural.
I'm surprised that this wasn't copied more by other games. Probably because it doesn't work as well on consoles with a controller.
In Doom 3, you're still in control of your first person character, which is awesome.
Try it in the demo linked above, if you skip the cutscenes you can find a screen within the first minute of gameplay or so.
edit: scratch that, thing runs even on phone at 60fps
Oh man that makes me feel old. I remember first playing this on my tiny 12" powerbook from 2004... and back then It felt like a heavy weight that shouldn't quite be running on that machine.
I was an early adopter of the first Intel MacBook; and let me tell you - the difference (once we had a Universal Binary) was like riding a horse vs. driving a car.
Other than Final Cut Express and Logic Express performance, I found DOOM 3 to be one of the first major signs that Intel was meant to be and here to stay.
beautiful talk by carmack https://www.youtube.com/watch?v=Q1q49GxsPWM&t=4s&ab_channel=...
Also I wouldn't put light reflection in the list of idtech 4's achievements if we're talking more than one bounce, it literally does not do that. idtech 2 did, precalculated of course.
It was a significant leap, but it was the right time for it. In less than a year you saw other games doing the same thing or better - they had clearly been working on it as well. Doom 3 was just the first to come out, and Carmack did a lot to spread knowledge about it immediately (as he frequently does, which is wonderful).
I'm used to seeing Doom running on all kinds of platforms, but it's inspiring and humbling to see Doom 3 - a game I have vivid memories of being in awe of - running in a browser. It really highlights how far tech has come when I wasn't looking. In many ways, my old eyes don't see much different from Doom 3 high end graphics and the graphics of modern games.
I remember seeing primitive Flash versions of Half-Life, Quake and Return to Castle Wolfenstein running in a browser ten or so years ago and I thought that was amazing.
On a sidenote, I unironically love the dialogue in this game - it's so bad it's good:
Guy 1> I'm tired of running damage control every time he makes a mess.
Guy 2> Right, you're the control. And if that fails, I'm the damage.
I think Doom (2016) and Doom Eternal are far more successful as Doom games than Doom 3. Like the original 90s games, they're fast-paced, with wide-open combat areas and hordes of enemies on screen at the same time. The technical choices they made with id Tech 4 meant that a game like that wasn't really possible with the hardware available in 2004.
Maybe they just shouldn't have called it Doom? But its design as a slow-paced horror game, what with all the tedious monster closets, doesn't compare well to Resident Evil 4, which came out only a few months later.
Took a while but he was right.
WebGL warning: <Create>: WebglAllowWindowsNativeGl:false restricts context creation on this system. d3wasm.js:1:156185
Failed to create WebGL context: WebGL creation failed:
* WebglAllowWindowsNativeGl:false restricts context creation on this system. ()
* Exhausted GL driver options. (FEATURE_FAILURE_WEBGL_EXHAUSTED_DRIVERS)
Uncaught TypeError: GLctx is undefinedIt's early, but this is the future. No need for a console/native build, just pop open a browser and jump in.
What's the best version of Doom 3 these days to use on Apple Silicon?
When I think of Amazon/Tesla, I always associate it with early 2000s era science-fiction videogames.
It's certainly the use-case that received the most love.
I've personally used Sokol for a number of projects and it has been great. You get something much leaner and meaner compared to the Emscripten port of SDL, which otherwise seems to be the "default" when people do these things.
Also some of the planes in mobile Xp are terribly simplified (A320), the controls suck and the clouds render in pink on iPad Mini 6.