Mike no css bot code? :'(
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Thursday, September 13, 2007 12:34 PM
To: [email protected]
Subject: Re: [hlcoders] SDK Update heads up?
Utilization of Multi-core Processors
yaaaaaaaaaaaay....... too bad we have to wait until november :(
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
> --
>
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