Hopefully they'll let you control it... it would be nice to be able to control it by the size of the reflection that is rendered in screen space. For instance, stop rendering when the area of the reflection becomes smaller than 128x128.
Good job on this.
The only critique I have is what Jubei said - the pant legs look a little to smooth. You'll be looking at the pants a lot more than the shoes, so maybe you could afford some more polygons in the legs to give the pants a bit more of a "ruffled" look?
Textures will add a...
Well, unfortunately, naught but some of the basic operators is going to translate. But if you have experience programming and thinking creatively (not following tutorials or copying code), then you're already past the hard part. Especially if you know some Pascal. Just Pascal, or Object Pascal...
Like they said... I don't think you can answer this until the game comes out. But, just after watching the videos, I've found myself smile or react inwardly to the animation on the faces of the characters... which I haven't really done since Curse of Monkey Island. So if any game has a chance of...
Hmm, yeah. I didn't think about that. It's really hard to say how you would do it because we don't have a lot of information about how much control Source gives the mod developers over the rendering path. But, as Yahn said:
If we have that level of control in combination with the ability to...
George Broussard has recently said that the entire rendering engine was rewritten. Who knows what else... can't really say this reliably anymore. Hell, the game could be made out of lollipops for all we know.
Hmm... you could possibly do this with the technology that they showed in the E3 demo, where they had a camera projecting it's view onto the screens on the wall. Create a camera on the other side of the wall, and render its view into the texture on your side.
Not sure how that would affect...
You mean would the light stream cut out when a bullet blocked it? That's a bit more complex, but yeah... you could do it... and yeah, it would have to be something other than hitscan bullets.
Not, true... fresnel is a simple vertex or pixel shader calculation. This is many magnitudes more complex.
Shooting a piece of a wall is possible, by the method of splitting the wall into many little brushes, as said above. But this could get really gross as the game would have to manage a...
Just to clarify:
Polygon = closed shape with 3 or more sides
Quad(rilateral) = 4-sided polygon
Triangle = 3-sided polygon
Nearly all of the games you'll see (including HL2) use triangles for their model meshes. This is what they're referring to.
If you know Java well, picking up C++ should be a breeze. There aren't a WHOLE lot of differences... of course you have to be more careful and learn a few new things like destructors and pointers. No garbage collection for you! :D It shouldn't be too bad, though.
What the hell? Since when is motion blur a DX9 "feature"? I've never seen anything about a new feature in the SDK. Can you give a link?
I don't know why everyone is getting all excited and treating this like some cool new thing... Motion blur has been possible in one form or another for ages...