Half-Life²

3D Game Comparison - Game vs. game. No hype; just facts.™

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Eep² (t|c)
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Eep² (t|c)
Engine - fix links
 
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|character=Gordon Freeman |character=Gordon Freeman
|engine type polygon=yes |engine type polygon=yes
-|engine type voxel=no 
-|engine type NURBS=no 
|engine optimization LOD=yes |engine optimization LOD=yes
|engine optimization occlusion culling=yes |engine optimization occlusion culling=yes
|engine optimization portal rendering=yes |engine optimization portal rendering=yes
-}} 
- 
-{{effects 
|effect water bubbles=yes |effect water bubbles=yes
-|effect water current=no 
-|effect water drops=no 
-|effect water ripples=no 
|effect water splash=yes |effect water splash=yes
-|effect water waves=no 
|effect water other=debris, spray |effect water other=debris, spray
-|effect breath cold=no 
-|effect breath fire=no 
-|effect breath poison=no 
}} }}
-{{characters}}+==[[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 shadows|fading]]; [[NPCs]], [[moving object shadows|moving objects]]
 +* [[skeletal animation]]: yes
 +* [[texture]]: 16-/32-[[bit depth]]
 +** [[filtering]]: [[bi-]]/[[trilinear]]
 +** [[texturemapping|mapping]]: [[bumpmapping|bump]], [[environmental mapping|environmental]], [[mip]], [[procedural textures|procedural]]
 +** [[decals]]: [[blood decals|blood]]/[[guts decals|guts]], [[bullet holes]], crowbar [[impact decals|impacts]], [[explosion blasts]], [[paint splats]]
 +* [[transparency]]: [[fire]], [[glass]], [[light beams]], [[projectile trails]], [[smoke]], [[steam]], [[video screens]], [[water]]
 +* other: [[pixel shader|pixel]]/[[vertex shader]]s (reflections)
-{{interaction+===[[atmospheric/environmental effects]]===
-|close openable=no+* [[dust]]: [[impacts]], [[lightbeams]]
-|drop pickupable=no+* [[lightbeams]]: [[windows]] (some), [[scanner drone lights]], [[spotlights]]
-|drop inventory=no+* [[particle effects]]: [[debris]], [[dust]], [[gas]], [[mist]], [[smoke]], [[sparks]], [[splash]], [[spray]], [[steam]], [[swarms]]
-|pickup dropable=no+* [[shaking]]: [[bullet impacts]], [[explosions]]
-|pull pickupable=no+* [[shards]]: [[glass]], [[metal]], [[wood]]
-|push pullupable=no+* [[smoke]]: [[fire]], [[shot NPC machines]]
-|ride moving=no+* [[sparks]]: [[electricity]], [[metal impacts]] ([[bullets]], [[crowbar]], manhack [[blades]], etc), [[teleporters]]
-|throw pickupable=no+* [[steam]]: some [[pipes]]
-}}+* [[weather]]: [[fog]]/[[haze]]
 +<!--** [[clouds (moving)]]?-->
 +** [[wind]]: [[powerlines]]
 +** other: [[door handle]]s/[[pushbar]]s move, [[explosions]], fire, [[gas spray]], [[helicopter]] dust/[[spray]], [[projectile trails]], [[radiation mist]], scanner drone [[swarms]]; see particle effects, [[#physics|physics]], and [[*Other|sound]]
-==Engine==+===[[lighting]]===
- +* [[dynamic lighting|dynamic]]
-===Atmospheric/environmental effects===+* [[colored lighting|colored]]
-* [[dust]]: [[dust::impacts]], [[dust::lightbeams]]+* [[vertex lighting|vertex]] & [[lightmap]]
-* lightbeams: [[lightbeams::windows]] (some), [[lightbeams::scanner drone lights]], [[lightbeams::spotlights]]+* [[coronas]]
-* [[shaking]]: [[shaking::bullet impacts]], [[shaking::explosions]]+* [[flickering]]
-* [[shards]]: [[shards::glass]], [[shards::metal]], [[shards::wood]]+* [[electrified fence]], [[eye scanner]], [[fire]], [[flashlight]], [[manhacks]], [[scanner drones]], [[vehicles]], [[windows]]
-* [[smoke]]: [[smoke::fire]], [[smoke::shot NPC machines]]+
-* [[sparks]]: [[sparks::electricity]], [[sparks::metal impacts]] (bullets, crowbar, manhack blades, etc), [[sparks::teleporters]]+
-* [[steam]]: some [[steam::pipes]]+
-* [[weather]]: [[fog]]/[[haze]]+
-** [[clouds (moving)]]?+
-** [[wind]]: [[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+
-===[[Physics]]===+===[[physics]]===
* [[Havok]] * [[Havok]]
-* [[gravity]]: player character, NPCs+* [[gravity]]: characters
* [[air density]], [[bouyancy]], [[friction]], [[inertia]], [[magnetism]], [[momentum]], [[weight]] * [[air density]], [[bouyancy]], [[friction]], [[inertia]], [[magnetism]], [[momentum]], [[weight]]
-* weight: player character breaks [[wood crates]]/[[beams]] and glass windows+* [[weight]]: player character breaks [[wood crates]]/[[beams]] and glass [[windows]]
* [[collision detection]] * [[collision detection]]
** [[ragdoll bodies]] ** [[ragdoll bodies]]
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* [[paint]] covers most objects * [[paint]] covers most objects
-===[[Lighting]]===+==[[Character]]==
-* [[dynamic lighting|dynamic]]+===[[player character]]===
-* [[colored lighting|colored]]+* [[facial animation]], hazard evacuation (HEV) [[suit]], view (<font color=white>white</font>: scanner drone picture snaps, <font color=red>red</font>: pain)
-* [[vertex lighting|vertex]] & [[lightmap]]+* [[footsteps]]: [[concrete]], [[dirt]], [[gravel]], [[metal]] (duct, generic, ladder), [[sand]], [[tile]], [[water]], [[wood]]
-* [[coronas]]+* [[moves]]: [[crouch]], [[jump]], [[pick up]]/[[drop]]/[[throw]], [[run]], [[actions/shoot]], [[sprint]], [[strafe]], [[swim]], [[walk]]
-* [[flickering]]+* [[view]]: [[1st-person]] ([[3rd-person]] with cheats)
-* [[light::electricfied fence]], [[light::eye scanner]], [[light::fire]], [[light::flashlight]], [[light::manhacks]], [[light::scanner drones]], [[light::vehicles]], [[light::windows]]+** [[pan]]: [[keyboard]]/[[mouse]] (+ vehicles)
 +** [[zoom]]: [[gunscope]], [[hazard suit ]]
-===[[Particle effects]]===+===[[NPCs]]===
-* [[particle effects::debris]], [[particle effects::dust]], [[particle effects::gas]], [[particle effects::mist]], [[particle effects::smoke]], [[particle effects::sparks]], [[particle effects::splash]], [[particle effects::spray]], [[particle effects::steam]], [[particle effects::swarms]]+* [[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
-===Other===+==[[Environment]]==
-* [[reflection]]: [[reflection::dumpsters]], [[reflection::eyes]], [[reflection::hazard suit gloves]], [[reflection::floors]] (tile, metal), [[reflection::glass]], most metallic surfaces, [[reflection::rollers]], [[reflection::sawblades]], [[reflection::sewer pipes]], [[reflection::shelves]] (metal), [[reflection::toxic waste]], [[reflection::walls]] (some), [[reflection::water]] (+ puddles), [[reflection::weapons]]; [[pixel shaders]]; see environmental texture mapping+* [[# levels]]: 68 (15 [[chapters]])
-* [[shadows]]: [[shadows::vertical angle adjustment]], [[shadows::fading]]; [[shadows::NPCs]], [[shadows::moving objects]]+* [[locations]]: [[canals]], [[towns]], [[coast]], [[train station]], [[prison]], City 17 (Eastern European-style [[city]]), [[citadel]]
-* [[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]]: [[transparency::fire]], [[transparency::glass]], [[transparency::light beams]], [[transparency::projectile trails]], [[transparency::smoke]], [[transparency::steam]], [[transparency::video screens]], [[transparency::water]]+
-* other: [[pixel shaders|pixel]]/[[vertex shaders]] (reflections) +
- +
- +
-==Player character==+
-* character: [[facial animation]], hazard evacuation (HEV) suit, view (white: scanner drone picture snaps, red: pain)+
-* [[footsteps]]: [[footsteps::concrete]], [[footsteps::dirt]], [[footsteps::gravel]], [[footsteps::metal]] (duct, generic, ladder), [[footsteps::sand]], [[footsteps::tile]], [[footsteps::water]], [[footsteps::wood]]+
-* moves: [[actions::crouch]], [[actions::jump]], [[actions::pickup]]/[[actions::drop]]/[[actions::throw]], [[actions::run]], [[actions::shoot]], [[actions::sprint]], [[actions::strafe]], [[actions::swim]], [[actions::walk]]+
-* view: [[view::1st-person]] ([[view::3rd-person]] with cheats)+
-** pan: [[view pan::keyboard]]/[[view pan::mouse]] (+ vehicles)+
-** zoom: [[view zoom::gunscope]], [[view zoom::hazard suit ]]+
- +
- +
-==Level/world design==+
-* # levels: 68 (15 [[chapters]][[)+
-* location: canals, towns, coast, train station, prison, City 17 (Eastern European-style city), citadel+
* [[cutscenes]]: yes * [[cutscenes]]: yes
* [[level editor]]: Hammer? * [[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]]/[[cutting|cut]]/[[crushing|crushed]]/[[hit]]/[[shot]], [[radiation]], [[steam]], [[toxic waste]], [[trains]]
-===[[Environmental interaction]]===+===[[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)+* [[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 * [[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, mufflers, 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+* [[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)+* [[open]]: ammo crates, doors (normal, [[locker]], [[fence gates]])
-* pickup: 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+* [[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+* [[ride]]: [[airboat]], [[buggy]], [[cart]], [[crane]], [[elevator]]; anything moving
-* [[throw]]: pickupable objects+* [[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, pickup/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 +* 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]]
-===Other===+==[[Inventory]]==
-* [[puzzles]]: physics-based (add/remove weight, add floating objects to surface something, etc)+* [[ammo]]
-* [[traps/hazards]]: [[drowning]], electricity, explosions, [[falling]] ([[elevator]], [[smokestack]]), [[fan blades]], fire, getting burnt/cut/[[crushed]]/hit/shot, [[radiation]], steam, toxic waste, [[trains]] +* [[weapons]]: [[bugbait]], [[crossbow]], [[crowbar]], [[explosives]] ([[grenades]]), [[guns]] ([[.357 Magnum]], Combine [[rifle]], [[gravity gun|gravity]], [[shotgun]], [[submachinegun]]), [[rockets]]; anything pickupable
- +
-==[[Weapons]]==+
-* [[bugbait]], [[crossbow]], [[crowbar]], [[explosives]] ([[grenades]]), [[guns]] (.357 pistol, Combine rifle, gravity, [[shotgun]], [[submachinegun]]), [[rockets]]; anything pickupable+
- +
-==[[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 +
==Other== ==Other==
-* [[inventory]]: weapons/ammo 
* [[sound]]: [[stereo]], [[reverb]], [[multi-channel]] (2, 4, 4.1, 5.1, 7.1); cuts out (+ ringing) after close explosions * [[sound]]: [[stereo]], [[reverb]], [[multi-channel]] (2, 4, 4.1, 5.1, 7.1); cuts out (+ ringing) after close explosions
- 
-[[Category:Games]] 

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

atmospheric/environmental effects

lighting

physics

Character

player character

NPCs

Environment

interaction

Inventory

Other

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