Operation: Black Mesa: Difference between revisions
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== Features == | == Features == | ||
* Native Direct-X 11 renderer. | * Native Direct-X 11 renderer. | ||
* Deferred Shading/Lighting. | * Clustered Deferred Shading/Lighting. | ||
* Clustered Forward Lighting. | * Clustered Forward Lighting. | ||
* Volumetric Lighting. | * Volumetric Lighting. | ||
* Cascade Shadow Mapping. | * Cascade Shadow Mapping. | ||
* Composited Shadows. | * Composited Shadows. | ||
* 64-Bit executable. | |||
* PBR Shaders. | |||
{{Todo|List every feature.}} | {{Todo|List every feature.}} | ||
==External links== | ==External links== | ||
[https://sears2424.github.io/posts/ Sears Posts] - posts by programmer Sears about Operation Black Mesa's renderer and how he learned graphics programming on the {{source|2}} Engine. | [https://sears2424.github.io/posts/ Sears Posts] - posts by programmer Sears about Operation Black Mesa's renderer and how he learned graphics programming on the {{source|2}} Engine. |
Latest revision as of 16:11, 16 June 2025



This article or section needs to be cleaned up to conform to a higher standard of quality because:
Add information in the best way because now it's - nohow. + update the images, they were published in low quality
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page. Operation: Black Mesa is
Half-Life: Opposing Force's and
Half-Life: Blue Shift's complete re-imagining, which is currently developed by Tripmine Studios.
As of 2017, the mod has now become a standalone game running on the CS:GO engine branch.
Note that every publicly-stated feature about the game is subject to change, as the game is still in development.
Features
- Native Direct-X 11 renderer.
- Clustered Deferred Shading/Lighting.
- Clustered Forward Lighting.
- Volumetric Lighting.
- Cascade Shadow Mapping.
- Composited Shadows.
- 64-Bit executable.
- PBR Shaders.
Todo: List every feature.
External links
Sears Posts - posts by programmer Sears about Operation Black Mesa's renderer and how he learned graphics programming on the Source Engine.