For my purposes I'm pretty sure Source was the right engine choice; and I
haven't missed that much features at all.

Oriented bounding boxes I miss because I want to do accurate wallwalking.
With an axis-aligned bounding box only, there's no way to really do it
properly except on axis-aligned surfaces. I have a version working where I
use multiple raytraces, but there will always be edge cases that cause
bugs.

And I'm stopping development on Source not because it's Source, but
because after all this time it's time I finish my project and move on to
the next ;)

> What is a solid_OBB ? Is there any reason why source doesn't have one?
>
> Since you are hinting at stopping to develop for source, what else
> would you like added/improved in source?
>
> On 9/10/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>> 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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>> > please visit:
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>> >
>> >
>> >
>>
>>
>>
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>
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