Talk:Alien Swarm engine branch: Difference between revisions
(A "In contrast to Source2007/OB") |
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Some pros: | Some pros: | ||
Faster model rendering(TODO: How much faster?) | Faster model rendering(TODO: How much faster?) | ||
Faster shadow mapping( [http://www.moddb.com/mods/city-17-episode-1/news/c17-episode-one-real-time-global-lighting-in-source Src]) | Faster shadow mapping( [http://www.moddb.com/mods/city-17-episode-1/news/c17-episode-one-real-time-global-lighting-in-source Src]) | ||
Less self shadowing errors with shadow mapping(TODO: Get picture) | Less self shadowing errors with shadow mapping(TODO: Get picture) | ||
Faster particle rendering(TODO: Find proof) | Faster particle rendering(TODO: Find proof) | ||
Newer and better looking lighting model(TODO: Pictures) | Newer and better looking lighting model(TODO: Pictures) | ||
Depth of field with near and far focal points | Depth of field with near and far focal points | ||
Film Grain | Film Grain | ||
Screen Vignette(mat_vignette_enable) | Screen Vignette(mat_vignette_enable) | ||
Can load VPKs(TODO: Excluding the ability to easily load VPKs from other VPK-based games, why is this good?) | Can load VPKs(TODO: Excluding the ability to easily load VPKs from other VPK-based games, why is this good?) | ||
Some cons: | Some cons: | ||
Can't load GCFs(so content from them must be extracted first: HL2, HL2:EP1, HL2:EP2, Portal 1) | Can't load GCFs(so content from them must be extracted first: HL2, HL2:EP1, HL2:EP2, Portal 1) | ||
No custom shader support(Though, it's possible with a work. But this information is not easily accessible) | No custom shader support(Though, it's possible with a work. But this information is not easily accessible) | ||
By default is a top-down shooter(Only a con if you want something drastically different like an FPS) | By default is a top-down shooter(Only a con if you want something drastically different like an FPS) |
Revision as of 12:59, 16 February 2012
A "In contrast to Source2007/OB"
First of all; is this the best page for this?
Though, a lot has happened between 2007 and 2010. And a lot might be true if you compare to the L4D1/2, Source2007, or Portal 2 engine. But this is the newest engine we have any code for. Mod makers looking for something better might look at AlienSwarm, but might only see a top-down and a lot of work to make work for anything else. I think we should point out the differences between the two engine branches. I'll go ahead and start a list, though, I want to supply sources for my information, but I don't have the time and/or ability to confirm. But I'll go ahead and still list them, with the only real confirmation is what I've heard or personally seen. I'll update this with more information as I get it.
Some pros:
Faster model rendering(TODO: How much faster?)
Faster shadow mapping( Src)
Less self shadowing errors with shadow mapping(TODO: Get picture)
Faster particle rendering(TODO: Find proof)
Newer and better looking lighting model(TODO: Pictures)
Depth of field with near and far focal points
Film Grain
Screen Vignette(mat_vignette_enable)
Can load VPKs(TODO: Excluding the ability to easily load VPKs from other VPK-based games, why is this good?)
Some cons:
Can't load GCFs(so content from them must be extracted first: HL2, HL2:EP1, HL2:EP2, Portal 1)
No custom shader support(Though, it's possible with a work. But this information is not easily accessible)
By default is a top-down shooter(Only a con if you want something drastically different like an FPS)