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.
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,
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.
Reminds me of ID4
Firingsquad: How about the sound effects? Will you be implementing 3D sound? EAX
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.