-- [ Picked text/plain from multipart/alternative ] Can you give me an idea how cinematic physics works? A lot of the level designers on Black Mesa have been asking about it and we've been holding off on making certain sequences hoping that we will be able to use this new feature, but nobody has any clue how it's done.
The rest of the features sound great. Thanks for the update. Regards, Paul On 9/12/07, Mike Durand <[EMAIL PROTECTED]> wrote: > > Hi All- > > Once I do the "big merge" I will be able to provide a better preview of > changes that you will be getting with the next SDK update. But for now > here is the high-level list of new features and improvements in Orange > Box games and the latest version of the Source Engine: > > Non-photo-realistic Rendering > Cinematic Physics Simulations > Utilization of Multi-core Processors > Improved HDR > Enhanced Particle System > Human Skin Shader Improvements > Enhanced Foliage Rendering > New Motion Blur Effect > Pixel Shader Model 3.0 > Enhanced Shadows > > Hopefully some of this stuff looks interesting to some of you. :) > > -Mike > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Joel R. > Sent: Monday, September 10, 2007 1:43 PM > To: hlcoders > Subject: [hlcoders] SDK Update heads up? > > -- > [ 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

