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