Alien Swarm Deferred

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Alien Swarm Alien SwarmAlien Swarm: Reactive Drop Alien Swarm: Reactive Drop
Alien Swarm Deferred Alien Swarm Deferred
Deferredas bg.png

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 Xengine Xengine). 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 Xengine's are completely different, for example MSAA is not supported in Black Mesa while in Alien Swarm Deferred it is!, however it is highly recommended that user uses post-processing alternatives such as FXAA instead as deferred lighting/shading in general works better with post-processing anti-aliasing methods.
Warning.pngWarning:Alien swarm deferred's lighting implementation will disable all baked lighting and the world will only receive realtime lighting and shadows!
Note.pngNote:In Lambda Wars Lambda Wars it was changed so that deferred lighting blends with lightmaps instead of disabling them.

Features

New since Alien Swarm Alien Swarm:

CSM
Real time deferred shadows and lighting from light_deferred and light_deferred_global entities.
Light cookies
Now light_deferred is capable of projecting textures with cookies.
Wikipedia icon Blinn–Phong reflection model
New reflections on Phong materials, somewhat similar to specular from Xengine Xengine.
Volumetric lighting
Light_deferred is capable of enabling volumetrics that react to the environment in real time.
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/Code usage

Bugs

See also

External links