Voodoo Extreme heeft een review met Michael "Saxs" Persson van Shiny Entertainment.
Hier wat stuff over de Messiah engine vs die van Unreal en Quake II:
1.) In a semi-recent Ask GrandMaster B (Ask Brian Hook) the question was asked of how the Unreal and Quake2 engines differed (not necessarily superior to one another, just what is different) -- you can see that here: http://www.voodooextreme.com/ask/askarch/aug3-7.html#aug5. Can you describe what makes the Messiah engine different, in this aspect?
- Now having read the mentioned article, the difference between the Messiah Engine and Quake/Unreal is quite big. We don't operate with one big level in memory. Every section is streamed while you play (and I don't mean like Half-Life where you have to wait every two minutes for it to load next section) so when you open a door it gets the new room including textures etc. Therefore we can have seemingly endless levels with new textures for all sections without the need to stop the gameplay for loading. We use portals extensively. That makes clipping, inclusion so much easier. The collision is based on spheres in time not cylinders. I don't use BSP since we have a lot of moving objects everywhere. I made dynamic routines for collision and real-time Boolean (exploding objects, walls that gets holes cut in them, shattering glass) so we can handle changing geometry. We support morphing backgrounds (mesh, texture and lighting). The list goes on but there is a lot questions still left so let's move on.