"Note that Doom 3's famous shadow renderer is based on technology patented by Creative Labs."<p>This is a very sad situation, given that this technology was independently rediscovered and popularized by John Carmack. He learned about the patent only after the fact.
This article is almost a month old now. I'd guess we will see a release around December like they have done in the past. I wouldn't expect anything before October. This will be the first id software release in c++ and it will be interesting to see what subset of the c++ language they used.
I'm sure Carmack says alot more about the patent issues and open sourcing the engine in the keynote.
<a href="http://www.youtube.com/watch?v=4zgYG-_ha28" rel="nofollow">http://www.youtube.com/watch?v=4zgYG-_ha28</a>
I hope they include the changes to the engine made for ET:QW. I'm particularly interested in megatexture. But they say "Doom3 source code" not Id tech 4, so they probably won't.
There's a nice writeup of someone going through the original quake code: <a href="http://fabiensanglard.net/quakeSource/index.php" rel="nofollow">http://fabiensanglard.net/quakeSource/index.php</a><p>Seems to turn up in most threads about iD engine source/dev - I'll do it this time :)
I must say that, unlike with Doom I and II, it will certainly be more exciting to wade through the source code and learn tricks than actually play the game and wade through the endless monotonic, boring action.