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 Actually the source engine is pretty much behind the times, in 2003 or so it would have been a really upto date engine but compared to doom 3 engine it looks pretty basic. Source can't even do shadows properly without them being projected through solid objects. A good example of this is in the terrorist spawn on office, look a the tables with the pc's on top of them then look below the table, youll see the shadow being projected through wood and onto the floor\wall.  | 
		
 but in doom 3 all the charatcers and entities looked like fuckin plastic, and it took a top of the line PC to run smoothly 
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 Actually the doom 3 engine was proved to be one of the most scalable when the game was released last year. http://www2.hardocp.com/article.html?art=NjQ0 The "plastic" rhetoric you bring up constantly is probably to do with specular highlightin which makes some objects have a bit of a sheen to them.  | 
		
 This is also true. Theres not a whole lot of customizable physics in Doom3... physics seem to be dictated on a situation to situation basis according to iD's requirements for each situation 
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 You made the quote it takes top of the line pc to run doom 3 smoothly, that article proves otherwise. Fuck all to do with what looks realistic. oOo:  | 
		
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 [quote=CoMaToSe][quote=geRV] 
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 eek: Punch yourself in the nuts for me plz.  | 
		
 [quote=geRV][quote=CoMaToSe] 
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 eek: Punch yourself in the nuts for me plz.[/quote:8f823] Done wallbash:  | 
		
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