Counter-Strike: Global Offensive engine branch: Difference between revisions
		
		
		
		
		
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|  (→Features:   Add features to the list) |  (It's not new with csgo) | ||
| Line 19: | Line 19: | ||
| ; Improved [[vbsp|VBSP]] | ; Improved [[vbsp|VBSP]] | ||
| : With larger limits for almost types of entities | : With larger limits for almost types of entities | ||
| == Availability == | == Availability == | ||
Revision as of 13:03, 3 August 2020
The Counter-Strike: Global Offensive Engine Branch was introduced with Template:Game link in 2011. It succeeds the Portal 2 engine branch.
Features
New since the Portal 2 branch is:
- Real-Time outdoor shadow mapping using the env_cascade_light entity
- Similar to env_projectedtexture, used to render harsh, dynamic outdoor shadows
- Light-mapped Ambient Occlusion
- Used to create Ambient Occlusion on Brushes/Displacements
- Phong shading on Brushes (added 29 April 2015)
- Allows for the addition of Phong highlights on brushes lit by environment light
- Anisotropic reflection emulation
- Used on cubemaps to emulate anisotropic reflections
- Normal Map blending
- Used to blend together multiple normal maps
- 4-Way Blended materials
- Allows for up to 4 materials to be blended into each other on displacements
- Improved VBSP
- With larger limits for almost types of entities
Availability
Source code for this branch is not available. However, authoring tools exist for custom content.




