Of course it good, but all I hear is graphics
EDIT: and im too lazy to read older posts
EDIT: and im too lazy to read older posts
Dark Messiah: adrenaline telekinesis attackEvaan said:How is flying orcs not a vital part of gameplay.
Oh, how fun it must be to lift an orc from the ground, send him forth towards his friends and knock them over, lift a boulder and toss it their way.
I smell laziness.Lanethan said:If you think MS has a chance of being created on a visual feast like Crysis, then you don't understand the "pipe-dream" that it is to create compelling MS art resources.
I'm not saying it wouldn't be cool. It just ain't happening.
So why don't you develop MS: Source then?DocMombo said:I smell laziness.Lanethan said:If you think MS has a chance of being created on a visual feast like Crysis, then you don't understand the "pipe-dream" that it is to create compelling MS art resources.
I'm not saying it wouldn't be cool. It just ain't happening.
I'm already working on two projects, so no.J-M v2.5.5 said:So why don't you develop MS: Source then?DocMombo said:I smell laziness.Lanethan said:If you think MS has a chance of being created on a visual feast like Crysis, then you don't understand the "pipe-dream" that it is to create compelling MS art resources.
I'm not saying it wouldn't be cool. It just ain't happening.
You're constantly telling others that they're lazy and that they suck and whatnot, so why don't you show us how amazing you are?
YUO MUST B SO COOL DAT U KAN MAEK DE MOD URSELF
HaJ-M v2.5.5 said:Cool
Now leave these forums to focus on your two projects.
J-M v2.5.5 said:So why don't you develop MS: Source then?
I like the floppy dick mace. It's a keeper.Drigien said:J-M v2.5.5 said:So why don't you develop MS: Source then?
like most ppl, i would offer my services, but i dont have the time to put into it.
especially right now while im taking my summer courses. (wakeup at 7am, and don't get home until 12am)
That and i have my own hl2 mod, and projects that have been a bit neglected as of late.
Uh... you obviously haven't played his mod... he has a mace in it that flops around.Thothie said:Ya keep making posts like that in relevent areas, and I'm taking that poll out of No Man's Land.
You just need to shut up because nobody really likes you. You're like a wannabe-Man-In-Black. You aren't funny, but he is.DocMombo said:Uh... you obviously haven't played his mod... he has a mace in it that flops around.Thothie said:Ya keep making posts like that in relevent areas, and I'm taking that poll out of No Man's Land.
Evaan said:However, Master Sword wont be Master Sword without Dan Bruingtons world.
Next-gen renderer
An upgraded rendering path is in development for future Source engine games on PC, Xbox 360, [5] and PlayStation 3, including support for DirectX 10.[6]
[edit] Landscape and Flora Renderingp/edit
An open gorge environment in Half-Life 2: Episode TwoLarge, open natural environments with heavy foliage, traditionally a weakness for the Source engine, will be supported as of Half-Life 2: Episode Two.
[edit] Soft-Particle system[/edit]
Team Fortress 2's Pyro, demonstrating real-time lighting, self-shadowing and soft particle technologyDuring the July 2006 Electronic Arts Summer Showcase press conference, Gabe Newell mentioned that a new "soft-particle" system will be introduced into the Source Engine in the upcoming title Half-Life 2: Episode Two. It was first demonstrated in the July 19 Team Fortress 2 teaser, which showed a remarkably realistic flamethrower in its closing moments. The system is primarily designed for multiprocessor systems.
[edit] Cinematic physics[/edit]
Cinematic Physics oversees the destruction of a two-story forest shackDuring the July 2006 Electronic Arts Summer Showcase press conference, it was revealed that former Weta Digital employee Gray Horsfield, special effects destruction lead on The Return of the King and King Kong among other roles, is building a "Cinematic Physics" system for Source. GameSpy described the new system in their conference report:
â The idea behind this is to give players the opportunity to experience in-game physics in action on a grander scale. As an example of Cinematic Physics in action, a clip from Half-Life 2: Episode Two was shown of a huge bridge collapsing across a vast ravine. â
The system appears to add the following features to Source's physics simulator:
Deforming objects â before, physics models could not be modified except through animation
Dynamic crumbling of brush geometry â before, lines of separation had to be specified by the mapper
Cinematic Physics supports a keyframe system, [7] but its exact nature is currently unclear. It could be that an animator creates a largely complete but low-detail sequence which then sees details added by the physics system, or it could be that an animator creates a handful of single-frame states which are then used as motion targets for the ensuing simulation (in a manner not dissimilar to the Endorphin NaturalMotion technology).
Either method results in a drastic reduction of developer input, thus allowing the creation of far more complex scenes than before with the same budget. It is currently unclear both whether or not keyframes are strictly required, and what number are needed to create a scene as complex as the bridge collapse demonstration.
[edit] Multiprocessor optimizations[/edit]
A hundreds-strong swarm of AI entities avoid danger in a multiprocessor benchmarkAs a part of the Source engine's transition to next-generation consoles, multiprocessor optimizations have been added, resulting in faster processing on PC hardware with dual or quad core systems and the Xbox 360 and PlayStation 3 consoles. [4] Gabe Newell:
â Yes. We definitely think that content needs to move forward. For example, one of the things we're reacting to is the speed at which microprocessors are coming out. So, Intel has very aggressively moved up delivery of desktop processors with four different cores; we'll have support for that in Episode Two, and we'll definitely go back to affect, you know, Episode One or Half-Life 2 or Counter-Strike Source, so they can take advantage of that. We'll definitely try to keep the existing games - especially the multiplayer games - current as technology evolves.[8] â
Valve has demonstrated the new multi core optimizations[9] which use a multi-threading style they dub "hybrid threading." A Source multi-threading update and benchmark are expected to be released before Half-Life 2: Episode Two, though a date for either and the content of the benchmark are currently unknown.[10]
[edit] Facial animation 3[/edit]
The 14 May 2007 "Meet the Heavy" Team Fortress 2 trailer revealed the third iteration of Source's facial animation technology. Version three is hardware accelerated on video cards. Valve's accompanying press release reads:
We are pleased to announce that the next generation of facial animation technology for Source will be released in Team Fortress 2. By leveraging the rapid pace of advancement in PC graphics, videogames can now match and actually surpass the facial animation used in feature film and broadcast television production. We've released a video of this real-time, in-game, in-engine facial animation in action in support of ATI's launch of the Radeon HD 2000 series. By running entirely on the GPU of the videocard, the facial animation not only looks dramatically better, but frees up the CPU to perform other tasks like physics or AI.[6]
[edit] Full-screen motion blur[/edit]
The upcoming version of the Source engine that will be released will include support for full-screen motion blur.[11]
[edit] Deformable physics bodies[/edit]
The upcoming version of the source engine will include support for physics-based animation for simulation of things such as floppy clothing, flexible hair, and better blending of ragdoll physics with predefined animation.[12] Previously, Source's physics system could not deform objects except between bone connections.