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MDK 2 Interview
July 22, 1999   Jakub Wojnarowicz > [View My Other Articles]
Product Info | User Reviews | Article Images(13) | Image Gallery | Comments | Forum Thread
Graphics and Sound

Firingsquad: Any specific reasons for choosing OpenGL over Direct3D?

Greg: We chose to go with OpenGL partially because of ease of use of OpenGL and partially because of familiarity with the API. Some of our programmers used OpenGL in academic settings and were quite familiar with it. Also, when we started 3D development and exploration a few years back, D3D wasn't nearly as stable as it is now.

MDK 2 Interview [ On the platform @ 640 x 480 ] > View Full-Size in another window.
On the platform

Firingsquad: If the game is OpenGL only, will it require a full ICD, or will the 3dfx miniGL do?

Greg: We haven't worked out all of those details as we're doing specific 3D card support a little later in the development cycle. Thus far MDK2 is working flawlessly on most of the 3d cards currently available.

Firingsquad: Will you be implementing Environmental bump mapping or S3TC? Dump a bunch of buzzwords on us (dynamic lighting, weighted vertices, etc.).

Greg: Hahahaa ­ buzzwords huh? I'll see what I can do. We are considering bump mapping, but given that a good portion of the game art is complete, I'm not sure that we're going to have pervasive use of it. I'm quite impressed with what I've seen regarding the S3 Texture compression but I'm not sure if we're going to have time to support it out of the box.

Aside from that, our lighting system is quite slick ­ the characters and environments are dynamically lit and characters and objects project dynamic shadows. The effect has to be seen to be believed.

MDK 2 Interview [ Reminds me of ID4 @ 640 x 480 ] > View Full-Size in another window.
Reminds me of ID4

Firingsquad: How about the sound effects? Will you be implementing 3D sound? EAX or A3D?

Greg: Absolutely. We think sound is perhaps one of the most important parts of any game. We've got a basic 3D sound API working at this point and we plan to have A3D and EAX support. Part of the original MDK's appeal was sound and music. Excellence in sound and music is something we plan to continue in MDK2.

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