How Enemy Territory: QUAKE Wars Got Ray-Traced


(badman) #1

A new story entry has been added:
[drupal=389]How Enemy Territory: QUAKE Wars Got Ray-Traced[/drupal]

Since Intel’s ray traced version of Enemy Territory: QUAKE Wars first surfaced last year, it has generated a fair bit of interest and excitement among graphics gurus and gamers alike. For those wanting to get an idea of what went into the thing and why it was created in the first place, Intel has now released a detailed Making Of in PDF form written by the man behind it, Daniel Pohl. The feature is quite detailed and goes over all the various bits and pieces Intel and Daniel had to create for the demo and concludes with a look at the future of ray-tracing in gaming. Go have a read!
If you prefer Deutsch, a (proper) German translation of the article can be found here at ComputerBase.


(Cambodunum) #2

… there’s something wrong … cant find a ray-traced et xD


(nUllSkillZ) #3

Daniel Pohl has also created a ray trace version of Q3A.


(kamikazee) #4

Q3Raytraced had some nice stuff. Q4R was a let-down though because they ran it with their own engine which didn’t support all yummy goodness of the D3 engine.

The ET:QW version looks pretty, but somewhat unreal.


(Cambodunum) #5

Daniel Pohl has also created a ray trace version of Q3A.

yea i saw … so there is a way to merge it ?


(lyjg1203) #6

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