evil^milk
Tank
- Joined
- Apr 24, 2004
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I was browsing Wiki earlier and I saw this:
... and I was wondering if Valve had confirmed being working on this. It'd be neat to have dynamic lightning
Future Technologies
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Dynamic Lighting and Shadowing 2
A new dynamic lighting and shadowing system is being developed for Half-Life 2: Episode Two [1], replacing the existing system. Currently, all dynamic shadows in a map:
* Come from the same angle regardless of the area's light sources
* Cast through all objects save world geometry/BSP
* Only cast shadows on world geometry
* Do not blend with precompiled static shadows
* Do not self-shadow (i.e. a character's arm will not cast a shadow on its torso)
The new system appears to go some way towards unifying pre-compiled and dynamic shadowing, but little else is known.
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Next-gen Renderer
An upgraded rendering path is in development for future Source engine games on Xbox 360 [2]. PC development is not confirmed, but extremely likely. No other details are known at this point. Possible features include support for the Shader Model 3.0 (Pixel Shaders) and DirectX 10.
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Landscape and Flora Rendering
Flora rendering in Half-Life 2: Episode Two. The new shadowing system can also be seen.
Enlarge
Flora rendering in Half-Life 2: Episode Two. The new shadowing system can also be seen.
The trailer for Half-Life 2: Episode Two makes extensive use of large-scale natural environments that have traditionally been a weakness for the Source engine.
... and I was wondering if Valve had confirmed being working on this. It'd be neat to have dynamic lightning