Half-Life²
3D Game Comparison - Game vs. game. No hype; just facts.™
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==[[Engine]]== | ==[[Engine]]== | ||
* [[reflection]]: [[dumpsters]], [[eyes]], [[hazard suit gloves]], [[floors]] (tile, metal), [[glass]], most metallic surfaces, [[rollers]], [[sawblades]], [[sewer pipes]], [[shelves]] (metal), [[toxic waste]], [[walls]] (some), [[water]] (+ puddles), [[weapons]]; [[pixel shaders]]; see environmental texture mapping | * [[reflection]]: [[dumpsters]], [[eyes]], [[hazard suit gloves]], [[floors]] (tile, metal), [[glass]], most metallic surfaces, [[rollers]], [[sawblades]], [[sewer pipes]], [[shelves]] (metal), [[toxic waste]], [[walls]] (some), [[water]] (+ puddles), [[weapons]]; [[pixel shaders]]; see environmental texture mapping | ||
- | * [[shadows]]: [[vertical angle adjustment]], [[fading]]; [[NPCs]], [[moving objects]] | + | * [[shadows]]: [[vertical angle adjustment]], [[fading shadows|fading]]; [[NPCs]], [[moving object shadows|moving objects]] |
* [[skeletal animation]]: yes | * [[skeletal animation]]: yes | ||
* [[texture]]: 16-/32-[[bit depth]] | * [[texture]]: 16-/32-[[bit depth]] |
Current revision
Contents |
Wikipedia:Half-Life² | }} | |
---|---|---|
year | 2004 | |
genre(s) | Action-Adventure | |
developer(s) | Valve Software | |
publisher(s) | Sierra Entertainment | |
engine | Source engine | |
Character | ||
name | Gordon Freeman |
Engine
- reflection: dumpsters, eyes, hazard suit gloves, floors (tile, metal), glass, most metallic surfaces, rollers, sawblades, sewer pipes, shelves (metal), toxic waste, walls (some), water (+ puddles), weapons; pixel shaders; see environmental texture mapping
- shadows: vertical angle adjustment, fading; NPCs, moving objects
- skeletal animation: yes
- texture: 16-/32-bit depth
- filtering: bi-/trilinear
- mapping: bump, environmental, mip, procedural
- decals: blood/guts, bullet holes, crowbar impacts, explosion blasts, paint splats
- transparency: fire, glass, light beams, projectile trails, smoke, steam, video screens, water
- other: pixel/vertex shaders (reflections)
atmospheric/environmental effects
- dust: impacts, lightbeams
- lightbeams: windows (some), scanner drone lights, spotlights
- particle effects: debris, dust, gas, mist, smoke, sparks, splash, spray, steam, swarms
- shaking: bullet impacts, explosions
- shards: glass, metal, wood
- smoke: fire, shot NPC machines
- sparks: electricity, metal impacts (bullets, crowbar, manhack blades, etc), teleporters
- steam: some pipes
- weather: fog/haze
- wind: powerlines
- other: door handles/pushbars move, explosions, fire, gas spray, helicopter dust/spray, projectile trails, radiation mist, scanner drone swarms; see particle effects, physics, and sound
lighting
- dynamic
- colored
- vertex & lightmap
- coronas
- flickering
- electrified fence, eye scanner, fire, flashlight, manhacks, scanner drones, vehicles, windows
physics
- Havok
- gravity: characters
- air density, bouyancy, friction, inertia, magnetism, momentum, weight
- weight: player character breaks wood crates/beams and glass windows
- collision detection
- ragdoll bodies
- cardboard boxes break apart yet stay connected at seams
- turnstyle turns, signs swing
- plastic crates hold objects (bottles, cans, etc)
- powerlines move when hit
- power cables move around when power plugs/teleporter/TVs moved or from spark force
- explosion force pushes/breaks objects
- fire breaks wooden objects
- slippery sludge/oil
- steam pushes objects
- paint covers most objects
Character
player character
- facial animation, hazard evacuation (HEV) suit, view (white: scanner drone picture snaps, red: pain)
- footsteps: concrete, dirt, gravel, metal (duct, generic, ladder), sand, tile, water, wood
- moves: crouch, jump, pick up/drop/throw, run, actions/shoot, sprint, strafe, swim, walk
- view: 1st-person (3rd-person with cheats)
NPCs
- aliens (antlions, barnacles, headcrabs, ichthyosaur, stalkers, striders, synths, vortigaunts, zombies), humans, birds (crows, pigeons, seagulls), machines (gunships, helicopters, manhacks, rollers, scanners, turrets)
- AI: friendly NPCs help character and apologize when in way, object impact reaction
Environment
- # levels: 68 (15 chapters)
- locations: canals, towns, coast, train station, prison, City 17 (Eastern European-style city), citadel
- cutscenes: yes
- level editor: Hammer?
- puzzles: physics-based (add/remove weight, add floating objects to surface something, etc)
- traps/hazards: drowning, electricity, explosions, falling (elevator, smokestack), fan blades, fire, getting burnt/cut/crushed/hit/shot, radiation, steam, toxic waste, trains
interaction
- break: barrels (some), benches, boats, cart, chairs, desks, drawer cabinets, flower pots, gaspumps, glass (window panes, cars), locks, machine NPCs, piers (some), shards, signs, tables, vanities, vents, walls (some), weapons (mounted)
- explode: barrels, alien ships, enemy vehicles
- move: barricades, bed frames, boats, bodies, broken objects, cable spools, cargo containers, cars, computer consoles, couches, crane, drawer cabinets, dressers, dumpsters, electronic equipment (oscilloscopes?), fan blades, NPC machine parts, engines, file cabinets, ladder cage, luggage carts, mattresses, metal panels, pet transport crates (some), pods, propane canisters/tanks, radiators, railings, shelves, signs (+ letters), stair steps, tables, toolchests, train car doors, turrets, vehicle (axels, bodies, doors, mufflers), washing machines, wheelbarrows; see pickupable objects
- open: ammo crates, doors (normal, locker, fence gates)
- pick up: ammo/weapons, barrels, batteries, bicycles, bones, binders, boots, bottles (glass beer/wine, plastic cleaning & soda), buckets (metal, plastic), cans (food, gas, paint, recycle, soda), cardboard boxes (large, small, nail/screw), cement blocks, Chinese food boxes, clipboard, coffee mugs, computers (cases, keyboards, monitors), concrete chunks, crates (plastic, wood), doll, electronic equipment (receivers), flower pots, health (kits, vials), jars (plastic), ladel?, lamps (desk, floor), laundry machine drums, luggage, meathooks, milk cartons/jugs, newspapers, pallets, paper bags, parts cabinets, payphone handsets, picture frames, pipe weapon (NPC), pots, power plugs, rocks, sawblades, shards, skulls, statue busts, tables, tires, toilets (some), tools (pliers, wrenches), traffic cones, vanities, watermelons, wood (beams, panels, planks, platforms); see movable objects for gravity gun-pickupable objects
- ride: airboat, buggy, cart, crane, elevator; anything moving
- throw: pick upable objects
- other: activate (health/HEV chargers, soda machines, teleporter), change security camera monitor video feeds, flush toilet (some), operate crane, (left/right, extend/retract arm, pick up/drop magnetic objects), plug in power plug, pull levers, spin merry-go-round & tic-tac-toe markers, tap hula doll, tilt picture frame, turn buttons/handles, TVs turn off when power plug pulled out of socket; see #physics
Inventory
- ammo
- weapons: bugbait, crossbow, crowbar, explosives (grenades), guns (.357 Magnum, Combine rifle, gravity, shotgun, submachinegun), rockets; anything pickupable
Other
- sound: stereo, reverb, multi-channel (2, 4, 4.1, 5.1, 7.1); cuts out (+ ringing) after close explosions