Portal 2 engine branch: Difference between revisions
Jump to navigation
Jump to search
Pivotman319 (talk | contribs) m (→Availability) |
Pivotman319 (talk | contribs) m (→Availability: use template) |
||
Line 18: | Line 18: | ||
* {{Game link|INFRA}} | * {{Game link|INFRA}} | ||
* {{Game link|The Stanley Parable}} | * {{Game link|The Stanley Parable}} | ||
* | * {{Game link|The Beginner's Guide}} | ||
Source code for this branch is '''not''' available. However, authoring tools exist for custom content. | Source code for this branch is '''not''' available. However, authoring tools exist for custom content. |
Revision as of 08:44, 6 April 2022
The Portal 2 Engine Branch was introduced with Portal 2 in 2011. It succeeds the Alien Swarm engine branch.
Features
New since the Alien Swarm branch is:
- Improved shadow mapping
- The entity env_projectedtexture is significantly improved. Compared to previous implementations, it has higher default resolution, better edge filtering and support for the caching of shadows from static objects.
- Sound operators
- For defining complex audio behaviour.
- Blob particles
- Used to render paint.
- Video playback on materials
- Added support to render Bink Video in-game on surfaces.
Availability
Source code for this branch is not available. However, authoring tools exist for custom content.