You have no idea how much easier my life would be with a SOLID_OBB on Source =[
But oh well, if I'm still developing on Source when Episode 2 comes out, I plan to jump off something anyways :p [ Not that it's that bad, mind you, but four years has been long enough :D ] > -- > [ Picked text/plain from multipart/alternative ] > There hasn't been much talk about what updates we'll be receiving to the > SDK > for Episode 2. I was hoping you guys at Valve would enlighten us a bit > on > what to expect. The only things I've heard are from the Ep 2 video that > was > shown, regarding the new technologies put in, like the cinematic physics, > enhanced foliage rendering and better expansive outdoor rendering. > > It'd be great to have a heads up on what we'll be receiving. It's not > very > fun to just throw us these new updates, and have us figure out whats new. > Updates I'm hoping for is some enhancement with the Physics system to > allow > for better network predicting. Shaders to allow multiple passes, or > dynamically change a shader for one model without having to switch skins > of > the models, and an increase on the limit of 64 instructions for the .fxc > shaders. > > I've also been trying to implement my own physics, however its a bit hard > to > do with the standard line and ray traces we have. I know we won't be > receiving SOLID_OBB or anything of that sorts, but this engine is suppose > to > be top of the line, and it is still using only AABB. > > I'm sure there is more things others have been hoping for, shedding some > light on us would be much appreciated! > > Thanks. > -Joel > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

