yea, what are we looking at here? Carmack and some of his staff posing like as if they were on some special aircraft suited for freefall low gravity simulation stunts?
Sarcasm is tricky across the net, I know. It doesn't always "work".
However, if you look at this photo, and at pretty much any screen of Doom3 where the user has the flashlight up, you'll see they look remarkably similar. That's because the direction of the lightsource and the viewpoint of the camera are very close together and pretty much parallel to one another.
Also, by aiming the flashlight so an object - such as a rail - casts a shadow over a bunch of boxes or some other non-flat surface, it's easy to see the shadow is indeed projected and not floating flat in space. I have an image or two that shows this that I could email if anyone want, but it's easy to do in-game so I don't really see the need...
yea, what are we looking at here? Carmack and some of his staff posing like as if they were on some special aircraft suited for freefall low gravity simulation stunts?
BTW, this isn't a photo. It's rendered using Carmack's next engine although he asked Jobs to lend him the use of Pixar's renderfarm to generate this screenshot. Soft shadow buffers (nit that great), great hair rendering (very nice), ultra high rez textures (he's anticipating 512MB cards to be the norm then), and less work for the id artists (all NPCs wear blue uniform). Oh, and it's worse than being in a corridored Mars base -- it (the game) all takes place inside a small rocket. The "red-eye" anomaly isn't due to what you think happens with flashlight of a camera -- this time, we'll get flashlight on all guns.