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
> --
>
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