Sometime last year there was a guy who compared Q3 to UT, and I fully agree with him. But there's one thing I'd like to say.
Some ppl might already know it, but in the comparrison Q3's curved surfaces were pointed out, and indeed they're really cool, but this technique is NOT new.
Several custom maps for Quake2 came out which supported These curved surfaces. They're really nothing more than shadows, they just Look rounded.
Q3 just uses more polygones for curves, and combined with the shadow techniques it looks very nice.
Someguy told me that the polygon count increases when you get closer to a surface/brush/curve. This might be true, but that's just the way a game is programmed, and it's called efficiency.
Some ppl might already know it, but in the comparrison Q3's curved surfaces were pointed out, and indeed they're really cool, but this technique is NOT new.
Several custom maps for Quake2 came out which supported These curved surfaces. They're really nothing more than shadows, they just Look rounded.
Q3 just uses more polygones for curves, and combined with the shadow techniques it looks very nice.
Someguy told me that the polygon count increases when you get closer to a surface/brush/curve. This might be true, but that's just the way a game is programmed, and it's called efficiency.