This is question about the Dynamic Shadows, Is the flashlight the only thing going to be able to cast them, or will you be able to set map lights to cast them?
----- Original Message ----- From: "Mike Durand" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Wednesday, September 12, 2007 12:26 PM Subject: RE: [hlcoders] SDK Update heads up?
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
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