Half-Life²
3D Game Comparison - Game vs. game. No hype; just facts.™
(Difference between revisions)
Revision as of 09:43, 16 August 2007 (edit) Eep² (t|c) →Lighting - links ← Previous diff |
Revision as of 11:50, 21 August 2007 (edit) (undo) Eep² (t|c) links Next diff → |
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|engine=Source engine | |engine=Source engine | ||
|character=Gordon Freeman | |character=Gordon Freeman | ||
+ | |engine type polygon=yes | ||
+ | |engine type voxel=no | ||
+ | |engine type NURBS=no | ||
+ | |engine optimization LOD=yes | ||
+ | |engine optimization occlusion culling=yes | ||
+ | |engine optimization portal rendering=yes | ||
+ | }} | ||
+ | |||
+ | {{effects | ||
+ | |effect water bubbles=yes | ||
+ | |effect water current=no | ||
+ | |effect water drops=no | ||
+ | |effect water ripples=no | ||
+ | |effect water splash=yes | ||
+ | |effect water waves=no | ||
+ | |effect water other=debris, spray | ||
+ | |effect breath cold=no | ||
+ | |effect breath fire=no | ||
+ | |effect breath poison=no | ||
+ | }} | ||
+ | |||
+ | {{characters}} | ||
+ | |||
+ | {{interaction | ||
+ | |close openable=no | ||
+ | |drop pickupable=no | ||
+ | |drop inventory=no | ||
+ | |pickup dropable=no | ||
+ | |pull pickupable=no | ||
+ | |push pullupable=no | ||
+ | |ride moving=no | ||
+ | |throw pickupable=no | ||
}} | }} | ||
Line 11: | Line 43: | ||
===Atmospheric/environmental effects=== | ===Atmospheric/environmental effects=== | ||
- | * [[dust]]: [[impacts]], [[lightbeams]] | + | * [[dust]]: [[dust::impacts]], [[dust::lightbeams]] |
- | * lightbeams: windows (some), scanner drone lights, spotlights | + | * lightbeams: [[lightbeams::windows]] (some), [[lightbeams::scanner drone lights]], [[lightbeams::spotlights]] |
- | * [[shaking]]: bullet impacts, [[explosions]] | + | * [[shaking]]: [[shaking::bullet impacts]], [[shaking::explosions]] |
- | * [[shards]]: glass, metal, wood | + | * [[shards]]: [[shards::glass]], [[shards::metal]], [[shards::wood]] |
- | * [[smoke]]: [[fire]], shot NPC machines | + | * [[smoke]]: [[smoke::fire]], [[smoke::shot NPC machines]] |
- | * [[sparks]]: [[electricity]], metal impacts (bullets, crowbar, manhack blades, etc), teleporters | + | * [[sparks]]: [[sparks::electricity]], [[sparks::metal impacts]] (bullets, crowbar, manhack blades, etc), [[sparks::teleporters]] |
- | * [[steam]]: some [[pipes]] | + | * [[steam]]: some [[steam::pipes]] |
- | * [[water]]: [[bubbles]], [[debris]], [[puddles]], splash, spray | + | |
* [[weather]]: [[fog]]/[[haze]] | * [[weather]]: [[fog]]/[[haze]] | ||
** [[clouds (moving)]]? | ** [[clouds (moving)]]? | ||
- | ** [[wind]]: [[powerlines ]] | + | ** [[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 | + | ** 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]]=== |
- | * {{catlink|Havok}} | + | * [[Havok]] |
* [[gravity]]: player character, NPCs | * [[gravity]]: player character, NPCs | ||
* [[air density]], [[bouyancy]], [[friction]], [[inertia]], [[magnetism]], [[momentum]], [[weight]] | * [[air density]], [[bouyancy]], [[friction]], [[inertia]], [[magnetism]], [[momentum]], [[weight]] | ||
Line 42: | Line 73: | ||
* [[paint]] covers most objects | * [[paint]] covers most objects | ||
- | ===Lighting=== | + | ===[[Lighting]]=== |
* [[dynamic lighting|dynamic]] | * [[dynamic lighting|dynamic]] | ||
* [[colored lighting|colored]] | * [[colored lighting|colored]] | ||
Line 48: | Line 79: | ||
* [[coronas]] | * [[coronas]] | ||
* [[flickering]] | * [[flickering]] | ||
- | * [[electricfied fence]], [[eye scanner]], fire, [[flashlight]], [[manhacks]], [[scanner drones]], [[vehicles]], [[windows]] | + | * [[light::electricfied fence]], [[light::eye scanner]], [[light::fire]], [[light::flashlight]], [[light::manhacks]], [[light::scanner drones]], [[light::vehicles]], [[light::windows]] |
- | ===Particle effects=== | + | ===[[Particle effects]]=== |
- | * [[debris]], dust, [[gas]], [[mist]], [[smoke]], sparks, [[splash]], [[spray]], [[steam]], [[swarms]] | + | * [[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]] |
===Other=== | ===Other=== | ||
- | * [[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]]: [[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 |
- | * [[shadows]]: vertical angle adjustment, fading; NPCs, moving objects | + | * [[shadows]]: [[shadows::vertical angle adjustment]], [[shadows::fading]]; [[shadows::NPCs]], [[shadows::moving objects]] |
* [[skeletal animation]]: yes | * [[skeletal animation]]: yes | ||
* texture: 16-/32-bit depth | * texture: 16-/32-bit depth | ||
** filtering: bi-/trilinear | ** filtering: bi-/trilinear | ||
** mapping: bump, environmental, mip, procedural | ** mapping: bump, environmental, mip, procedural | ||
- | ** decals: blood/guts, bullet holes, crowbar impacts, explosion blasts, paint splats | + | ** [[decals]]: blood/guts, [[bullet holes]], crowbar impacts, [[explosion blasts]], [[paint splats]] |
- | * [[transparency]]: fire, glass, light beams, projectile trails, smoke, steam, video screens, water | + | * [[transparency]]: [[transparency::fire]], [[transparency::glass]], [[transparency::light beams]], [[transparency::projectile trails]], [[transparency::smoke]], [[transparency::steam]], [[transparency::video screens]], [[transparency::water]] |
- | * other: pixel/vertex shaders (reflections) | + | * other: [[pixel shaders|pixel]]/[[vertex shaders]] (reflections) |
==Player character== | ==Player character== | ||
- | * character: facial animation, hazard evacuation (HEV) suit, view (white: scanner drone picture snaps, red: pain) | + | * 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 | + | * [[footsteps]]: [[footsteps::concrete]], [[footsteps::dirt]], [[footsteps::gravel]], [[footsteps::metal]] (duct, generic, ladder), [[footsteps::sand]], [[footsteps::tile]], [[footsteps::water]], [[footsteps::wood]] |
- | * moves: crouch, jump, pickup/drop/throw, run, shoot, sprint, strafe, swim, walk | + | * moves: [[actions::crouch]], [[actions::jump]], [[actions::pickup]]/[[actions::drop]]/[[actions::throw]], [[actions::run]], [[actions::shoot]], [[actions::sprint]], [[actions::strafe]], [[actions::swim]], [[actions::walk]] |
- | * view: 1st-person (3rd-person with cheats) | + | * view: [[view::1st-person]] ([[view::3rd-person]] with cheats) |
- | ** pan: keyboard/mouse (+ vehicles) | + | ** pan: [[view pan::keyboard]]/[[view pan::mouse]] (+ vehicles) |
- | ** zoom: gunscope, hazard suit | + | ** zoom: [[view zoom::gunscope]], [[view zoom::hazard suit ]] |
==Level/world design== | ==Level/world design== | ||
- | * # levels: 68 (15 chapters) | + | * # levels: 68 (15 [[chapters]][[) |
* location: canals, towns, coast, train station, prison, City 17 (Eastern European-style city), citadel | * location: canals, towns, coast, train station, prison, City 17 (Eastern European-style city), citadel | ||
- | * cutscenes: yes | + | * [[cutscenes]]: yes |
- | * level editor: Hammer? | + | * [[level editor]]: Hammer? |
- | ===Environmental interaction=== | + | ===[[Environmental 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, 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 |
- | * 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 | * 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 | ||
- | * ride: airboat, buggy, cart, crane, elevator; anything moving | + | * [[ride]]: airboat, buggy, cart, crane, elevator; anything moving |
- | * throw: pickupable objects | + | * [[throw]]: pickupable 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, 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=== | ===Other=== | ||
- | * puzzles: physics-based (add/remove weight, add floating objects to surface something, etc) | + | * [[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 | + | * [[traps/hazards]]: [[drowning]], electricity, explosions, [[falling]] ([[elevator]], [[smokestack]]), [[fan blades]], fire, getting burnt/cut/[[crushed]]/hit/shot, [[radiation]], steam, toxic waste, [[trains]] |
- | ==Weapons== | + | ==[[Weapons]]== |
- | * bugbait, crossbow, crowbar, explosives (grenades), guns (.357 pistol, Combine rifle, gravity, shotgun, submachinegun), rockets; anything pickupable | + | * [[bugbait]], [[crossbow]], [[crowbar]], [[explosives]] ([[grenades]]), [[guns]] (.357 pistol, Combine rifle, gravity, [[shotgun]], [[submachinegun]]), [[rockets]]; anything pickupable |
- | ==NPCs== | + | ==[[NPCs]]== |
- | * aliens (antlions, barnacles, headcrabs, ichthyosaur, stalkers, striders, synths, vortigaunts, zombies), humans, birds (crows, pigeons, seagulls), machines (gunships, helicopters, manhacks, rollers, scanners, turrets) | + | * [[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 | * AI: friendly NPCs help character and apologize when in way, object impact reaction | ||
==Other== | ==Other== | ||
- | * inventory: weapons/ammo | + | * [[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]] | [[Category:Games]] |
Revision as of 11:50, 21 August 2007
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
- dust: dust::impacts, dust::lightbeams
- lightbeams: lightbeams::windows (some), lightbeams::scanner drone lights, lightbeams::spotlights
- shaking: shaking::bullet impacts, shaking::explosions
- shards: shards::glass, shards::metal, shards::wood
- 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
- Havok
- gravity: player character, NPCs
- 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
Lighting
- dynamic
- colored
- vertex & lightmap
- coronas
- flickering
- light::electricfied fence, light::eye scanner, light::fire, light::flashlight, light::manhacks, light::scanner drones, light::vehicles, light::windows
Particle effects
- 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
Other
- 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
- shadows: shadows::vertical angle adjustment, shadows::fading; shadows::NPCs, shadows::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: transparency::fire, transparency::glass, transparency::light beams, transparency::projectile trails, transparency::smoke, transparency::steam, transparency::video screens, transparency::water
- other: 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
- level editor: Hammer?
Environmental 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, 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
- 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
- ride: airboat, buggy, cart, crane, elevator; anything moving
- throw: pickupable 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
- 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
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
- inventory: weapons/ammo
- sound: stereo, reverb, multi-channel (2, 4, 4.1, 5.1, 7.1); cuts out (+ ringing) after close explosions