Alien Swarm engine branch: Difference between revisions
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[[File:Tilegenlayout.jpg|300px|thumb|right|The TileGen mapping tool in {{as|1}}.]] | [[File:Tilegenlayout.jpg|300px|thumb|right|The TileGen mapping tool in {{as|1}}.]] | ||
The {{asbranch|4}} was released in 2010 with {{as|4}}. It succeeds the {{l4dbranch|4}} and precedes the {{p2branch|4}}.[[#References|[1]]] | The {{asbranch|4}} was released in 2010 with {{as|4}}. It succeeds the {{l4dbranch|4}} and precedes the {{p2branch|4}}.[[#References|[1]]] This branch and the {{tf2branch|4}} are the only Source engine branches (post-Orange Box) that have officially available source code. | ||
==Features== | ==Features== | ||
Revision as of 15:05, 3 June 2025
Alien Swarm engine branch
In-game screenshot of Alien Swarm, running on Alien Swarm engine branch. The screenshot demonstrates the new "depth of field" effect.
Developer(s)
Release date(s)
July 19, 2010
Platform(s)
Predecessor
Successor
The TileGen mapping tool in Alien Swarm.
The
Alien Swarm engine branch was released in 2010 with
Alien Swarm. It succeeds the
Left 4 Dead engine branch and precedes the
Portal 2 engine branch.[1] This branch and the
Team Fortress 2 branch are the only Source engine branches (post-Orange Box) that have officially available source code.
Features
New since
Left 4 Dead engine branch is:
- TileGen
- A new quick-build mapping tool. Level designers create connectible rooms and corridors which can be arranged either by hand or programmatically. TileGen maps can be played in-editor, and/or can be exported to Hammer for further refinement.illuminate an entire scene.
- VTF version 7.5 and PCF version Binary 5 PCF 2
- The latest versions of Source's texture and particle formats.
- Depth of field
- A real-time depth of field shader blurs backdrop scenery.
- Vertex animation
- The ability to animate vertexes directly is now supported.
- Various entity improvements
- Numerous entities have been improved and have new features, such as env_fire and env_projectedtexture.
- Water debris flow
- Water now supports the ability to use a base texture layer that is flowed using a flow map. This implemention is less advanced than
Portal 2's, however. - Lightmap influence on cubemapped materials
- Lightmaps can now tint cubemap reflections in the LightmappedGeneric shader.
- Steamworks integration
- Unclear how useful this will be, as currently Steamworks distribution is required to implement persistence, Steam Cloud, achievements, etc.
Availability and usage
See also: Category:Alien Swarm engine branch games
Gamecode for this branch is included in the Template:Game link.
2010
Alien Swarm2012
Alien Swarm Deferred2012
Source Filmmaker2014
Lambda Wars2017
Alien Swarm: Reactive Drop