Counter-Strike: Global Offensive engine branch: Difference between revisions
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; 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 Counter-Strike: Global Offensive 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.