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Next Orange box engine capabilities

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This latest Orange box is quite nice, a fair few new things have been added into the engine like a much better partical system and selfshadowing normal maps.
What new features would you like to see in the next itterationof the source engine when the next Orange box(Half life 2 ep 3) is released. I don't just mean what do you want in ep 3 but the engine as a whole, for any games that may come out alongside it.
I'd like to see:
- Proper reflections instead of cubemaps (that will mean the player HAS to have a model!)
- Improved dynamic lighting (More of the flashlight from ep2 but with more lights)
- Models properly lit, shadows in the right places highlights in the right places.
- When two dynamic shadows cross over each other, not for them to double up but for them to become one shadow, like they would in real life
- Cloth effects so that characters can take off a jumper or put on a jacket when they go outside, how cool would that be!

Basically all I'm after is a better lighting system, which I'm sure they will provide us with (they hinted at it in some of the dev commentary)

What do you want to see added?

More Portal.

Oh, my actual answer? Dynamic shadows for moving objects based on all light sources. When something goes flying across a light, I want the entire room to dim.

Some kind of vegetation/wind system, so trees/plants/etc would react realistically to a slight breeze or a complete hurricane. Some improved fire physics would be nice, too.

Hm, been a long time.

Keeping it more portal-specific:

- Portals possible on phys objects. (I have 2-3 really neat puzzles I cant do because of this).

- Portals maintained when an brush rotates.

Cloth engine? That would take a fair bit of power wouldnt it?

I'd like to see the entire lighting system revamped...

I'd love to see dynamic fluid movement introduced, that way you could have puzzles that involve moving a certain ammount of water from container A to container B, or something along those lines.

It would add a whole new dimention to valve's physics engine.

Lorithad wrote:
I'd love to see dynamic fluid movement introduced, that way you could have puzzles that involve moving a certain ammount of water from container A to container B, or something along those lines.

It would add a whole new dimention to valve's physics engine.

If they did that, we'd have to solve a bunch of retarded 3rd grade "You have a 3 gallon and a five gallon container, give me exactly four gallon" puzzles. :notwant:

DelphiAegis wrote:
If they did that, we'd have to solve a bunch of retarded 3rd grade "You have a 3 gallon and a five gallon container, give me exactly four gallon" puzzles. :notwant:

I suppose so. But There are lots of other things that you could do. I mean, just think about how water going through a portal could change the game.

DelphiAegis wrote:
If they did that, we'd have to solve a bunch of retarded 3rd grade "You have a 3 gallon and a five gallon container, give me exactly four gallon" puzzles. :notwant:

Fuck you, Die Hard 3 was awesome.

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Lorithad wrote:
I'd love to see dynamic fluid movement introduced, that way you could have puzzles that involve moving a certain ammount of water from container A to container B, or something along those lines.

It would add a whole new dimention to valve's physics engine.

For a realistic simulation, fluid would be even more resource demanding than cloth

:shock:

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