Alien Swarm Deferred: Difference between revisions
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Important: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!
Line 6: | Line 6: | ||
New since {{as|4}}: | New since {{as|4}}: | ||
; [[CSM]] | ; [[CSM]] | ||
: Real time '''deferred''' shadows and lighting from | : Real time '''deferred''' shadows and lighting from {{ent|Light_deferred}} and {{ent|Light_deferred_global}} entities. | ||
; Cookie usage with lighting | ; '''Cookie usage with dynamic lighting''' | ||
: Now | : Now {{ent|Light_deferred}} and {{ent|Light_deferred_global}} are capable of projecting textures. | ||
; {{wiki|Blinn–Phong reflection model}} | ; {{wiki|Blinn–Phong reflection model}} | ||
: New reflections on [[Phong]] materials, somewhat similar to [[$specmap_texture|specular]] from {{Xe|4}}. | : New reflections on [[Phong]] materials, somewhat similar to [[$specmap_texture|specular]] from {{Xe|4}}. |
Revision as of 14:03, 9 February 2024


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 has support for deferred lighting and shadows (similar to
Xengine). It's among very few
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.

Features
New since Alien Swarm:
- CSM
- Real time deferred shadows and lighting from Light_deferred and Light_deferred_global entities.
- Cookie usage with dynamic lighting
- Now Light_deferred and Light_deferred_global are capable of projecting textures.
Blinn–Phong reflection model
- New reflections on Phong materials, somewhat similar to specular from
Xengine.
- 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
Availability
- 2014
Lambda Wars
- TBA
Director's Cut (Initially. Switched to
Source 2013)
- TBA
Portal 2: Desolation (Light editor only, the rendering code has been rewritten from scratch)
Bugs
- No hardware filtering support for
Advanced Micro Devices
See also
External links
- Download at Google Drive
- GitLab Repository Download Mirror
- 2013MP Port GitHub Repository
- YouTube - Deferred lighting in action.