You miss the point though.

With half-life, the client dll has access to EVERYTHING.
You can use hl as netcode only if you wanted to, and 100% render
everything inside the client dll, and shut off the internal renderer
itself (there are options in the client dll code that allow you to do
this!)

Someone has done Quake3 maps inside half-life, collision and on on both
the server and client, randomnine put a terrain system in for
polyfighter. The list goes on.

The beauty of half-life is that you don't need access to the engine to
do a lot of these things, and yes you could make textures that make
particles on their own. And Yes you could do GeoMod technology if you
wanted to/had the skill to. (I unfortunately don't, and the math to
deform the vertices properly confuses the hell out of me. I understand
the concept, and how it works, just not how to implement it.) Hell, I
will go as far to say you could do complete ragdoll in half-life. It'd
probably end up slower than if it was put into the engine directly, but
I'll say its very possible to do.


-omega
http://www.frontline2.com


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: September 20, 2003 1:22 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re: Re: Re: hl1 engine suggestions


Heee Tony!.. Cool work!. I like to see people that push available
technology to edge :D

You show a good point, Its posible to code some usefull stuff from
mods, withouth engine changes.

 - Animated skybox?
 - Textures that generate particles automatically?
 - GeoMod alike technology?

 You can fake that, but fake code is somewhat in-elegant, hacky, have
 minor visual artifacts and is terrible to mantain. I bet a engine
 changes, not hacky stuff done by leet people. Engine changes where
 available to the averaje Joe, but leet hacky code is only available
 to wizardry coders.

Well.. Ok.

Maybe Is a bad idea to make suggestions here, hehehehe,,... I will
stop for a while. Toasters not need a 2th feature to surf the web.


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