Alien Swarm Deferred: Difference between revisions

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New since {{as|4}}:
New since {{as|4}}:
; [[CSM]]
; [[CSM]]
: Real time shadows and lighting from [[Light environment]], [[Light]], [[Projected texture]], and [[Point spotlight]] entities.
: Real time '''deferred''' shadows and lighting from [[Light environment]], [[Light]], [[Projected texture]], and [[Point spotlight]] entities.
; {{wiki|Blinn–Phong reflection model}}
; {{wiki|Blinn–Phong reflection model}}
: New reflections on [[Phong]] materials.
: New reflections on [[Phong]] materials, kinda similar to [[$specmap_texture|specular]] from {{bms|4}}.
; [[Volumetric lighting]]
; [[Volumetric lighting]]
: Deferred lights are capable of enabling volumetrics that react to the environment in realtime.
: Deferred lights are capable of enabling volumetrics that react to the environment in realtime.

Revision as of 08:46, 31 January 2024

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Alien Swarm Deferred Alien Swarm Deferred was released in 2012. It's a third-party mod created by Kristjan Skutta a.k.a. Biohazard90. This fork of Alien Swarm Alien Swarm has support for deferred lighting and shadows (similar to Black Mesa Black Mesa). It's among very few Source Source games that have dynamic shadows not based on projected textures, while still having its source code available to the public. Performance-wise, it is extremely impressive as the mod can support hundreds of dynamic shadows with very little performance impact.

Icon-Important.pngImportant:Alien Swarm Deferred's lighting implementation and Black Mesa's are completely different, for example MSAA is not supported in Black Mesa while in Alien Swarm Deferred it is!

Features

New since Alien Swarm Alien Swarm:

CSM
Real time deferred shadows and lighting from Light environment, Light, Projected texture, and Point spotlight entities.
Wikipedia icon Blinn–Phong reflection model
New reflections on Phong materials, kinda similar to specular from Black Mesa Black Mesa.
Volumetric lighting
Deferred lights are capable of enabling volumetrics that react to the environment in realtime.
Source shader editor
Make and edit shader graphs in real-time, in-engine.
Light editor
Edit your map's light entities dynamically.

Media

Phong reflections
Volumetric lights and god rays
Realtime shadows


Availability

Bugs

See also

External links