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    1. Half-Life² (8,260 bytes)
      19: ...ading]]; [[NPCs]], [[moving object shadows|moving objects]]
      59: ** [[plastic crates]] hold objects ([[bottles]], [[cans]], etc)
      62: * [[explosion force]] pushes/breaks objects
      63: * [[fire]] breaks wooden objects
      65: * [[steam]] pushes objects
    2. Aliens vs Predator 2 (2,377 bytes)
      45: ...]], [[ovalular masks]]; [[animals]], [[pickupable objects]]
      54: * [[footsteps]]: [[dirt]], [[water]]
      55: * [[actions]]: [[pickup]] object, [[hit]]/[[kick]], [[run]], [[walk]]
    3. Arx Fatalis (8,363 bytes)
      39: * other: [[usable objects highlight]]
      45: * [[steam]]: object-lava contact
      57: ** picked up objects from water causes ripple and splash
      68: * dropped/thrown objects [[bounce]] slightly
      85: * [[footsteps]]: dirt, metal, mud/wet/slosh, stone, water, wood
    4. Wurm (11,297 bytes)
      39: |weapons pickupable objects=<smw_false_words>
      57: ...[collision detection]]: 2D (and missing with many objects)
      64: ...racter shadows|characters]] (-1st-person view), [[object shadows|fences, walls, buildings]], [[tree shadow...
      69: * other: [[occlusion culling]], [[LOD]], usable object/tile highlight
      75: ...rches?), [[vegetation growth|bushes/trees grow]], objects [[decay]]; see [[#Engine|particle effects]]
    5. Trespasser (6,100 bytes)
      23: ** objects: stackable, fall over, fly through air, impact, ...
      57: |environment effects other=* object contact debris (dust)
      61: ** buildings/dinosaurs/objects
      89: |footsteps=dirt, grass, water
      101: |weapons pickupable objects=<smw_false_words>
    6. Thief: The Dark Project (5,716 bytes)
      14: * [[shadows]]: pre-rendered, static; buldings/objects
      39: ...losing fully and/or can be pushed by doors (small objects only)
      44: ...e correctly), fly through air, impact, move other objects slightly (depending on size)
      52: ...[sheath]] weapon, [[run]], [[swim]], [[swing]] [[#objects|blackjack/sword]], [[walk]]
      53: * [[footsteps]]: [[carpet]], [[dirt]], [[gravel]], [[metal]] [[rock]]/[[stone]], [[ti...
    7. Assassin's Creed (4,027 bytes)
      14: ...ustment]], [[shadow fading|fading]]; NPCs, moving objects, [[clouds]]
      39: ...entum]], [[weight]] (see [[#interaction|breakable objects]])
      55: * [[footsteps]]: [[dirt]], [[gravel]], [[metal]], [[sand]], [[stone]], [[...
      67: * [[object impact reaction]]
      80: ...]], [[swords]] (dead enemies only); see breakable objects
    8. Drakan: Order of the Flame (4,669 bytes)
      17: ...y]]: [[dirt]]/[[dust]] (falling), [[fading broken objects|fading (corpses, broken barrels/crates)]], [[fir...
      37: ** objects: body [[guts]], broken barrels, ice crystals, ro...
      58: * [[footsteps]]: land: dirt, grass, metal, rock, snow, wood; water; armor
      59: ...[roll]] & "walk"), [[die]], [[jump]], [[pick up]] object, [[push]], [[run]], [[sneak]], [[strafe]], [[swim...
      97: * [[map]]: 2D, automatically updates objectives, [[precise position]]
    9. Gothic (5,984 bytes)
      21: ...r footsteps), [[underwater distortion]], [[usable object highlight]]
      41: ...d objects [[object bounce|bounce]] slightly and [[object slide|slide]] down hills
      55: * [[footsteps]]: dirt, metal, sand, stone, water, wood
      58: * [[moves]]: [[block]], [[drop]]/[[pick up]] object, [[hit]], [[jump]] (- attack, +: alternate [[dive...
    10. Risen (6,174 bytes)
      20: ...r footsteps), [[underwater distortion]], [[usable object highlight]]
      40: ...d objects [[object bounce|bounce]] slightly and [[object slide|slide]] down hills
      54: * [[footsteps]]: dirt, metal, sand, stone, water, wood
      57: * [[moves]]: [[block]], [[drop]]/[[pick up]] object, [[hit]], [[jump]] (- attack, +: alternate [[dive...

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