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Game engine: id Tech 4 (Doom 3 engine)

Overview
id Tech 4, widely known as the Doom 3 engine, arrived in 2004 under John Carmack’s technical direction as id Software’s leap into fully dynamic, per-pixel lit 3D worlds. Built around OpenGL on PC and tailored for cross-platform deployment, it replaced precomputed lightmaps with a unified real-time lighting model, enabling every light to cast dynamic shadows and interact with detailed surface materials. The engine’s showcase, Doom 3, used this fidelity to create dense, atmospheric interiors with reactive illumination that defined the game’s tone and highlighted the engine’s strengths.

Rendering and lighting
The hallmark of id Tech 4 is its per-pixel lighting pipeline with normal and specular mapping, delivering crisp surface detail and glossy highlights. Stencil shadow volumes, popularized through techniques often associated with “Carmack’s Reverse,” produced hard-edged, accurate shadows for all dynamic geometry. Materials were authored through a flexible script-driven system, defining multi-pass shaders, textures, and interaction stages that the renderer combined at runtime. An area-and-portal visibility scheme culled work aggressively, which, together with multipass rendering, made indoor scenes efficient but put pressure on outdoor scalability and on scenes with many overlapping lights. The result was a distinctive aesthetic: richly lit corridors and rooms with deep, convincing darkness and sharp shadows that amplified horror and tension.

Tools and pipeline
id Tech 4 shipped with a tightly integrated toolchain. DoomEdit, a Radiant-derived level editor, enabled iterative world building inside the engine, with instant preview of lighting and materials. The map compilation pipeline produced BSP structures, portalized areas, and optimized draw surfaces, while AI navigation was baked into AAS files for fast pathfinding. Content lived in simple .pk4 archives (ZIP-based), encouraging modders to browse, tweak, and replace assets. A C-like idScript language ran in a lightweight VM for gameplay logic, triggers, and entity behaviors, complemented by a GUI scripting system that powered Doom 3’s interactive in-world screens. This data-driven approach made the engine unusually transparent and moddable for its era.

Physics, audio, and networking
The engine featured id’s own physics layer with rigid bodies, collision models, and articulated figure ragdolls, enabling physically plausible interactions without external middleware. Audio supported positional sound, occlusion, and environmental effects tuned to the engine’s enclosed spaces, enhancing spatial awareness and dread. Networking inherited id’s authoritative client-server snapshot model from Quake 3, with delta compression and predictable simulation. Base Doom 3 limited player counts to keep frame times stable under heavy lighting and shadows; later id Tech 4 games expanded those limits as hardware and engine optimizations improved.

Extensions and games
While Doom 3 defined the baseline, partners extended the technology. Raven’s Quake 4 and Human Head’s Prey pushed larger combat spaces and more complex set pieces. Splash Damage’s Enemy Territory: Quake Wars introduced MegaTexture, a virtual-texturing approach that streamed vast unique terrain surfaces, easing one of the engine’s outdoor constraints and foreshadowing id Tech 5’s virtual texturing. Subsequent titles like Brink carried forward deep modifications to animation, networking, and rendering to meet changing gameplay goals.

Platforms and legacy
id Tech 4 ran on Windows, Linux, and macOS, and powered console releases with platform-specific rendering backends. In 2011 id released the engine’s source under the GPL, catalyzing community projects, academic study, and long-lived mods such as The Dark Mod. Historically, id Tech 4 marked the industry’s pivot to normal-mapped, per-pixel lit environments and set a bar for dynamic lighting that shaped the mid-2000s look. Its stencil-centric approach eventually yielded to shadow maps and deferred shading in later engines, but its clarity of design, robust tools, and mod-friendly ethos secured its reputation as a seminal step in real-time rendering.
id Tech 4 (Doom 3 engine)

Engine notable for per-pixel lighting, shadow volumes and unified lighting/visibility approaches used in Doom 3. Carmack led development of the engine's realtime lighting techniques and rendering architecture.


Author: John Carmack

John Carmack John Carmack, a tech innovator behind iconic games like Doom and Quake, and a major influence in modern gaming technology.
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