Portal 2 engine branch: Difference between revisions

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The '''Portal 2''' Engine Branch was introduced with {{game link|Portal 2}} in 2011. It succeeds the [[Alien Swarm (engine branch)|Alien Swarm engine branch]].
{{lang|Portal 2 (engine branch)}}
The '''Portal 2''' Engine Branch was introduced with {{game name|name=Portal 2}} in 2011. It succeeds the [[Alien Swarm (engine branch)|Alien Swarm engine branch]].


== Features ==
== Features ==
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; Improved [[W:shadow mapping|shadow mapping]]
; Improved [[W:shadow mapping|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.
: The entity {{ent|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.
; [[Soundscripts#Operator_stacks|Sound operators]]
; [[Soundscripts#Operator_stacks|Sound operators]]
: For defining complex audio behaviour.
: For defining complex audio behaviour.
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== Availability ==
== Availability ==
* {{Game link|Portal 2}}
* {{Portal2|4}}
* {{Game link|Dino D-Day}}
* {{game name|name=Dino D-Day}}
* {{Game link|INFRA}}
* {{infra|4}}
* {{Game link|The Stanley Parable}}
* {{Game name|name=The Stanley Parable}}
* {{Game link|The Beginner's Guide}}
* {{Game name|name=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 09:20, 20 April 2022

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The Portal 2 Engine Branch was introduced with Template:Game name 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.