Orange Box (engine branch): Difference between revisions

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New since the [[Episode One (engine branch)|Episode One branch]] is:
New since the [[Episode One (engine branch)|Episode One branch]] is:


; Threading
; [[Threads|Threading]]
: Logic and rendering have been threaded for performance gains in multi-core environments.
: Logic and rendering have been threaded for performance gains in multi-core environments.
; Soft particles
; [[:Category:Particle System|Soft particles]]
: An all-new, artist-driven [[:Category:Particle System|particle system]].
: An all-new, artist-driven particle system.
; Shadow mapping
; [[env_projectedtexture|Shadow mapping]]
: A modern dynamic lighting and shadowing technology. See [[env_projectedtexture]].
: A modern dynamic lighting and shadowing technology.
; Alpha to coverage
; [[$distancealpha|Alpha to coverage]]
: Vector-like edges to raster images, fast. See [[$distancealpha]].
: Vector-like edges to raster images, fast.
; Automatic displacement texturing
; [[$seamless_scale|Automatic displacement texturing]]
: Avoids ugly stretching. See [[$seamless_scale]].
: Avoids ugly stretching.
; DirectX 9.8
; [[Maplist Thumbnails]]
: DX9 running on DX10 hardware. Benefits are unclear.
: A console-oriented [[server browser]] UI.
; [[mat_dxlevel|mat_dxlevel 98]]
: DirectX 9 running on DirectX 10 hardware. Benefits are unclear.
; Xbox 360 support
; Xbox 360 support
: Of no use to modders, needless to say!
: Of no use to modders, needless to say!

Revision as of 08:36, 3 January 2010

The Orange Box engine branch was released in 2007 with the Orange Box (Ep2, Portal, TF2). It is currently being maintained side-by-side with the Left 4 Dead branch; the two branches share technology, but it is unclear if they will ever be merged or if one will come to be favoured.

The OB builds on the original HL2 branch, requiring its content installed to work.

Note.pngNote:There are actually two Orange Box branches, the newer of which (TF2, DODS) uses a different SteamID scheme. The 'original' OB branch, which mods generally use, is often forgotten when updates are released!

Features

New since the Episode One branch is:

Threading
Logic and rendering have been threaded for performance gains in multi-core environments.
Soft particles
An all-new, artist-driven particle system.
Shadow mapping
A modern dynamic lighting and shadowing technology.
Alpha to coverage
Vector-like edges to raster images, fast.
Automatic displacement texturing
Avoids ugly stretching.
Maplist Thumbnails
A console-oriented server browser UI.
mat_dxlevel 98
DirectX 9 running on DirectX 10 hardware. Benefits are unclear.
Xbox 360 support
Of no use to modders, needless to say!

Availability

Gamecode for this branch is included in the Source SDK.