Valve is not going to be using the technology they licensed from INTEL for Team Fortress 2 in Half-Life 2.
Instead of using INTEL's dynamic LOD based architecture, Valve is going to be going with a traditional STATIC LOD system.
Problems which arise from STATIC LOD are:
- Visual...
Singleplayer or Multiplayer.... tough decision...
I vote for none of the above. I'd rather play both at the same time, if you get what I'm saying. :dork:
As far as I believe, the AI for Half-Life 2 wasn't finished for E3.
Instead of showing off some really dumb AI doing stupid things, Valve instead turned off some functions for it. Essentially most of the AI, (but not all) became poles stuck in the ground. E.g. the combine grunts not moving...
You can set the delay for how long fragments/gibs stay on the ground in modifications for Half-Life 1, but it's only faded out for performance reasons.
Same goes for Half-Life 2. But yeah, it'd be nice if certain things would stay around forever.
I like to tinker with Half-Life's AI in Sven Co-op... I'm quite fond of optimizing it and adding new enhancements so that it can kick some ass more effectively. I was just a little bit curious about a few things concerning the AI in Half-Life 2.
Question 1 - Can some types of creatures...
You're so incredibly wrong it's not even funny.
The AMD processor would be "better" in your example, because of a few things.
If an AMD CPU running at 2ghz can come close to matching an Intel CPU running at 3ghz, the AMD CPU is better because it is obviously more optimized than Intel's...