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Revision as of 06:38, 15 December 2005 by PhilipS (talk | contribs) (Reply to question about real-time radiosity in source engine feature list)
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Should this be merged with Source Engine? - Fragrag

Originally was vandalized but ^Ben changed the page. - Shens

Actually, TomEdwards, I've read an interview about how Source got its name. It actually IS GoldSrc modified... According to the interview, anyway.—Pon t3h p0ny >_> (talk) 02:15, 2 Nov 2005 (PST)
You are thinking of this. --TomEdwards 02:50, 2 Nov 2005 (PST)
Yes, according to that, ts2do seems to be quite correct. What's the problem? —Maven (talk) 10:28, 2 Nov 2005 (PST)
It doesn't say Source is based on GoldSrc, just that it follows Valve's naming conventions.
Ah, my bad. I couldn't remember what the interview was anyway lol.—Pon t3h p0ny >_> (talk) 18:15, 2 Nov 2005 (PST)

it said goldsource was the codebase and that the code branched to source—ts2do (talk) 13:55, 2 Nov 2005 (PST)

More support being there's cmultiplayrules and cteamplayrules with much of it not being'd also make sense to continue adding to an established engine...—ts2do (talk) 13:57, 2 Nov 2005 (PST)

Real-time radiosity.

Everywhere on the net, and even here, it says that the engine features Real-time rad, what _exactly_ does this mean, and it this a current feature, or like the parallax, a feature that is non existant. And therefore just a rumor/myth? --Hipshot 03:10, 15 Dec 2005 (PST)

Real-time radiosity is non-existant in games (I believe there are some interesting research papers on the subject, but 'real-time' in graphics papers typically means at least one frame every few seconds). I'm fairly certain the feature list refers to lighting calculated using radiosity (in the vrad preprocessor) and displayed in real-time, not on-the-fly radiosity calculations.