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do you really think it took almost 6 years to make this game i doubt it what do you guys think .
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ElFuhrer said:Yeah, I think they spent most of their time building a nose-picking machine.
jimbones said:If you write an engine from near scratch.
ElFuhrer said:Yeah, I think they spent most of their time building a nose-picking machine.
poseyjmac said:hmm will that be available via steam?
Yes........ :frog:TMPer Tantrum said:From my (sketchy) understanding of the engine, isn't it supposed to be upgradable to be able to keep up with and adapt to newer hardware-capabilities as they become available?
This would mean that HL3, ..., HLn would all be ably to be created using basically the same engine adapted to make use of whatever the best hardware at the time is but with a much shorter developement time.
Time well spent I say.
Of course I could be totally wrong. It has been known...
You're completely correct.TMPer Tantrum said:From my (sketchy) understanding of the engine, isn't it supposed to be upgradable to be able to keep up with and adapt to newer hardware-capabilities as they become available?
This would mean that HL3, ..., HLn would all be ably to be created using basically the same engine adapted to make use of whatever the best hardware at the time is but with a much shorter developement time.
Time well spent I say.
Of course I could be totally wrong. It has been known...
Chris_D said:You're completely correct.
HL3 is planned and will be created on the Source engine, but it will be a much upgraded version of the Source engine. Probably close or better to UE3 graphics.
Spugmaster said:Think of it like building a house.
From scratch would be starting with a vacant lot and building the entire house yourself. Long time
Using an exsiting engine would be like having the house built for you, and all you have to do is fill it with furniture and other goodies. Shorter time.
ElFuhrer said:Yeah, I think they spent most of their time building a nose-picking machine.
These analogies don't seem to be accurate to me. I don't believe for a second that there is little/nothing brought over from the original game. As I stated in my original post, there is much of the base technology that is the same. Thus, if there was a problem with the "foundation", why would they build one from scratch with the same capabilities/problems? At least I can't buy six years of full-time development. Doom 3 has taken a smaller team 5 years and they are including a completely new rendering technology that HAS to be made from scratch because there is nothing like else like it, it also includes an in-house physics system. Sorry guys, something smells fishy to me with the six years thing. :Oblahblahblah said:Expanding on that analogy.
The existing house is older and will start to have problems with its foundation, the house has termites, the water heater break, etc.
While the house built from scratch will have none of those problems.
If you follow the analogy, writing a whole new engine does have its advantages.
billbo said:These analogies don't seem to be accurate to me. I don't believe for a second that there is little/nothing brought over from the original game. As I stated in my original post, there is much of the base technology that is the same. Thus, if there was a problem with the "foundation", why would they build one from scratch with the same capabilities/problems? At least I can't buy six years of full-time development. Doom 3 has taken a smaller team 5 years and they are including a completely new rendering technology that HAS to be made from scratch because there is nothing like else like it, it also includes an in-house physics system. Sorry guys, something smells fishy to me with the six years thing. :O
PiMuRho said:There would have been a lot of code re-use, especially early on in development. Gradually, those components would have been replaced/rewritten.
Remember, Source is backwards compatible with HL. Pretty much all the original HL code is still there.
blahblahblah said:This is Valve's first attempt at writing an engine, ID software has been doing it for a long time. Even ID software has publicy stated that they've had one heck of a time creating a Doom 3.
Using the house analogy again.
If the old house had served you well, you can dig up the blueprints and rebuild what you did like, but then you can change and improve things like adding a sunroof or adding an alarm system to the house. So yes, you could reuse certain things, but most likely the blue prints would have to be heavily change to make room for improvements.
In this analogy, the original blueprint would have to be changed to allow for a sunroof. Once the house has been built, technically the original blueprints have been used, but they have been changed dramaticaly.
Also, lets say the new foundation on your house will have a problem because it is nearly identical to the previous blueprints. They can prepare for this by making something backwards compatable. In this case, the blueprints still call for the same foundation, but they pour sand underneath the foundation to protect it. That way the foundation is still true to the original, but has been modified to bring out its strengths while minimizing its weaknesses. You can't do that with a pre-built house since the foundation has already been laid.
Cypher19 said:Actually, Doom3's graphics engine is not that impressive*, and is in fact heavily built upon from Q3's engine (a lot of it was overhauled, but there are some parts that remained unchanged). And the physics engine, at least from what I have seen in trailers and the leak is actually CRAP compared to Havok.
I honestly believe the 6 year timeline. A lot of Source had to be redone and created since HL1, including the graphics engine (better lightmaps on the levels, I believe it's got a shader system such that even a modder could create their own pixel or vertex shaders), incorporation of Havok and updating that like crazy, the brand new AI system, and the facial animation system. Add on to that a huge extension to the moddability of HL1, and you've got yourself a TON of work ahead of you. That ton of work can easily equal 6 years, especially when you've got other projects to worry about at the same time.
* I see little more than shadow volumes, per pixel lighting using normal/specular texture maps, and some efficiencies applied to that. Shadow volumes aren't even new (the over year old Star Wars Galaxies has them) and the lighting is just done by some pixel shaders. Whoop-dee-farking-do! And if you want to prove me wrong, by all means send me a private message! Oh, btw, Doom3 ALSO has a self-shadowing bump map pixel shader, which is also a bit cool and advanced to do.
UltimaGecko said:OMG, HL1 had lights, and HL2 has lights...it's the same engine!!!!!1111
...
I don't really see where you're getting all these similarities from. The HL engine has so many limitations, it's amazing mods like Natural Selection and Day of Defeat have been able to make it look decent.
HL has no level based dynamic lighting (I think there is an option to turn player shadows on in the console, but it slaughters performance); numerous hitbox problems; generally poor AI (but much better than anything back in 1998); mostly sprite based effects. In fact, level making alone is really annoying, since light sources go through entities and there's no way to prevent it (at least, not with compilers I have seen), along with the necessity to place nodes to inform the AI (which I'm not sure, but hope HL2 doesn't have).
HL2 features dynamic lighting (although, it seems lightmaps are still in there some places), highly tuned and modded Havok physics (probably why there's not going to be Havok 2 effects for a while), apparently a highly tuned and effective netcode, highly advanced and intelligent AI than can adapt to situations in a fairly realistic manner, writing code for numerous shaders...there's more, but you can look at other stuff that takes a long time to put out (that every game needs to do, besides making an engine).
Create art for textures and models; model the models (and for highly detailed and scaling models that can take a lot of work; record sounds for weapons, creatures, envrioments and voices; create the levels...then you throw in the not so tangible elements of story design, weapon design, enemy design, level concepts, texture drafts, tons of drafts for the story (the rumored 1000+ page Half-Life 'Bible'), physics implementations (for more recent games), ideas for lighting; in house and player testing, along with tweaking the game.
Then again, most of HL2's advances aren't even in the graphical range. Mostly they're touting their AI and Source's modability (along with the story - but that's not really engine related).
Combined with already mentioned work on DoD, CS, TFC, Steam and other projects - Valve seems to have done their 6 years worth of work. Well...around 6 years anyway.
I'm not really a programmer (at least, not with any game engines), modeller, sound engineer or artist - so I'm sure there's a bunch of stuff I missed.
Ha ha, that's the best response I've seen. :cheers:genocide604 said:I think its just halflife 1, they just put tape over the year published, and put a 2 sticker by the name... instant millionair!
jameth said:i don't see what's so revolutionary about fully dynamic lighting
the only thing that's been holding programmers back is the capability of our hardware.
Thank you. It's pretty funny how some people get all hot under the collar and lap up the hype about id's particular brute force unified lighting method as if it was some kind of holy grail of rendering without any limitations or compromises....jameth said:i don't see what's so revolutionary about fully dynamic lighting
the only thing that's been holding programmers back is the capability of our hardware.
Wolf said:Thank you. It's pretty funny how some people get all hot under the collar and lap up the hype about id's particular brute force unified lighting method as if it was some kind of holy grail of rendering without any limitations or compromises....
Facts:
1 . Brute force unified lighting is difficult, but hardly impossible. Many small projects have implemented it successfully c/f AMP2, Tenebrae, Tenebrae 2, Deus Ex 2, Thief 3. D3 will be more advanced than all of these, but U3.0 will be more advanced again.
2. Unified lighting where it has been implemented hasn’t magically led to good graphics (often shadows look caricatured or ‘hard’ and outdoor lighting is very unrealistic with a lack of specularity) and it also comes with heavy price tag in terms of performance which has many flow on effects for poly budgets for both environment & creatures as well as other design goals. You'd be an idiot to assume that such compromises suit every game. Designing tech around a game is always going to win out over tacking a game on to tech.
3. Valve has implemented dynamic shadowing but Source’s rendering paradigm is still based of lightmaps for both design reasons and for meeting certain hardware scalability targets.
4. When hardware catches up such that unified lighting doesn’t restrict resources as much in terms of design, n-creatures on screen, large outdoor scenes, and artistic scope etc, then you can be sure Source will be updated.