I have a vague theory about this, wildly speculative, but who cares?

Valve can effectively replace the entire engine, piece-by-piece. That way,
the game code is mature and stable, the renderer can be updated to current
tech, all while (and this is the important bit) *maintaining compatibility
with mods*

HL's single-player rasied the bar for all FPS games, but the mods are what
really made it. Allowing those mods to grow *with* the engine increases the
longevity enormously. HL2 and TF2 could just be content add-ons, effectively
mods.

I could be completely and utterly wrong. Then again, I could be right :)



----- Original Message -----
From: "Sebastian Steinlechner" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 22, 2002 7:48 PM
Subject: Re: [hlcoders] 1000+ are nice?


> > yeah i guess they are, but by the time CZ comes out Unreal2 with its
> > 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be
> > out too...
>
> Actually, you can't tell me there are really 100,000 polys on the screen.
> But it looks like. I guess the biggest thing why the HL engine is outdated
> is the fact that it does not support LOD. Take Serious Sam as an example.
> There you can define that e.g. stairs automagically reduce their poly
count
> when you move away from them. You don't really notice it, and it saves a
lot
> of polygons. Same with models. Though you can implement a simple lod for
> player models in HL (just as HolyWars did, IIRC).
> And HL still supports full software rendering. You can image that eats a
> hell lot of cpu time. Even if you are in hardware mode.
>
> I might be wrong with that, but that's how I see it.
>
> cya,
> TheTinySteini
>
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