Half-Life²

3D Game Comparison - Game vs. game. No hype; just facts.™

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|engine=Source engine |engine=Source engine
|character=Gordon Freeman |character=Gordon Freeman
 +|engine type polygon=yes
 +|engine optimization LOD=yes
 +|engine optimization occlusion culling=yes
 +|engine optimization portal rendering=yes
 +|effect water bubbles=yes
 +|effect water splash=yes
 +|effect water other=debris, spray
}} }}
-==Engine==+==[[Engine]]==
 +* [[reflection]]: [[dumpsters]], [[eyes]], [[hazard suit gloves]], [[floors]] (tile, metal), [[glass]], most metallic surfaces, [[rollers]], [[sawblades]], [[sewer pipes]], [[shelves]] (metal), [[toxic waste]], [[walls]] (some), [[water]] (+ puddles), [[weapons]]; [[pixel shaders]]; see environmental texture mapping
 +* [[shadows]]: [[vertical angle adjustment]], [[fading shadows|fading]]; [[NPCs]], [[moving object shadows|moving objects]]
 +* [[skeletal animation]]: yes
 +* [[texture]]: 16-/32-[[bit depth]]
 +** [[filtering]]: [[bi-]]/[[trilinear]]
 +** [[texturemapping|mapping]]: [[bumpmapping|bump]], [[environmental mapping|environmental]], [[mip]], [[procedural textures|procedural]]
 +** [[decals]]: [[blood decals|blood]]/[[guts decals|guts]], [[bullet holes]], crowbar [[impact decals|impacts]], [[explosion blasts]], [[paint splats]]
 +* [[transparency]]: [[fire]], [[glass]], [[light beams]], [[projectile trails]], [[smoke]], [[steam]], [[video screens]], [[water]]
 +* other: [[pixel shader|pixel]]/[[vertex shader]]s (reflections)
-===Atmospheric/environmental effects===+===[[atmospheric/environmental effects]]===
* [[dust]]: [[impacts]], [[lightbeams]] * [[dust]]: [[impacts]], [[lightbeams]]
-* lightbeams: windows (some), scanner drone lights, spotlights+* [[lightbeams]]: [[windows]] (some), [[scanner drone lights]], [[spotlights]]
-* [[shaking]]: bullet impacts, [[explosions]]+* [[particle effects]]: [[debris]], [[dust]], [[gas]], [[mist]], [[smoke]], [[sparks]], [[splash]], [[spray]], [[steam]], [[swarms]]
-* [[shards]]: glass, metal, wood+* [[shaking]]: [[bullet impacts]], [[explosions]]
-* [[smoke]]: [[fire]], shot NPC machines+* [[shards]]: [[glass]], [[metal]], [[wood]]
-* [[sparks]]: [[electricity]], metal impacts (bullets, crowbar, manhack blades, etc), teleporters+* [[smoke]]: [[fire]], [[shot NPC machines]]
 +* [[sparks]]: [[electricity]], [[metal impacts]] ([[bullets]], [[crowbar]], manhack [[blades]], etc), [[teleporters]]
* [[steam]]: some [[pipes]] * [[steam]]: some [[pipes]]
-* [[water]]: [[bubbles]], [[debris]], [[puddles]], splash, spray 
* [[weather]]: [[fog]]/[[haze]] * [[weather]]: [[fog]]/[[haze]]
-** [[clouds (moving)]]?+<!--** [[clouds (moving)]]?-->
-** [[wind]]: [[powerlines ]]+** [[wind]]: [[powerlines]]
-** other: door handles/pushbars move, explosions, fire, gas spray, helicopter dust/spray, projectile trails, radiation mist, scanner drone swarms; see particle effects, physics, and sound+** other: [[door handle]]s/[[pushbar]]s move, [[explosions]], fire, [[gas spray]], [[helicopter]] dust/[[spray]], [[projectile trails]], [[radiation mist]], scanner drone [[swarms]]; see particle effects, [[#physics|physics]], and [[*Other|sound]]
-===Physics===+===[[lighting]]===
-* {{catlink|Havok}}+* [[dynamic lighting|dynamic]]
-* [[gravity]]: player character, NPCs+* [[colored lighting|colored]]
-* air density, bouyancy, friction, inertia, magnetism, momentum, weight+* [[vertex lighting|vertex]] & [[lightmap]]
-* weight: player character breaks wood crates/beams and glass windows+
-* collision detection+
-** ragdoll bodies+
-** [[cardboard boxes]] break apart yet stay connected at seams+
-** turnstyle turns, signs swing+
-** plastic crates hold objects (bottles, cans, etc)+
-** powerlines move when hit+
-** power cables move around when power plugs/teleporter/TVs moved or from spark force+
-* explosion force pushes/breaks objects+
-* fire breaks wooden objects+
-* slippery sludge/oil+
-* steam pushes objects+
-* paint covers most objects +
- +
-===Lighting===+
-* dynamic+
-* colored+
-* vertex & lightmap+
* [[coronas]] * [[coronas]]
* [[flickering]] * [[flickering]]
-* electricfied fence, eye scanner, fire, flashlight, manhacks, scanner drones, vehicles, windows+* [[electrified fence]], [[eye scanner]], [[fire]], [[flashlight]], [[manhacks]], [[scanner drones]], [[vehicles]], [[windows]]
-===Particle effects===+===[[physics]]===
-* [[debris]], dust, [[gas]], [[mist]], [[smoke]], sparks, [[splash]], [[spray]], [[steam]], [[swarms]]+* [[Havok]]
 +* [[gravity]]: characters
 +* [[air density]], [[bouyancy]], [[friction]], [[inertia]], [[magnetism]], [[momentum]], [[weight]]
 +* [[weight]]: player character breaks [[wood crates]]/[[beams]] and glass [[windows]]
 +* [[collision detection]]
 +** [[ragdoll bodies]]
 +** [[cardboard boxes]] break apart yet stay connected at seams
 +** [[turnstyle]] turns, [[signs]] swing
 +** [[plastic crates]] hold objects ([[bottles]], [[cans]], etc)
 +** powerlines move when hit
 +** [[power cables]] move around when [[power plugs]]/[[teleporter]]/[[TVs]] moved or from spark force
 +* [[explosion force]] pushes/breaks objects
 +* [[fire]] breaks wooden objects
 +* [[slippery]] sludge/oil
 +* [[steam]] pushes objects
 +* [[paint]] covers most objects
-===Other===+==[[Character]]==
-* [[reflection]]: dumpsters, eyes, hazard suit gloves, floors (tile, metal), glass, most metallic surfaces, rollers, sawblades, sewer pipes, shelves (metal), toxic waste, walls (some), water (+ puddles), weapons; pixel shaders; see environmental texture mapping+===[[player character]]===
-* [[shadows]]: vertical angle adjustment, fading; NPCs, moving objects+* [[facial animation]], hazard evacuation (HEV) [[suit]], view (<font color=white>white</font>: scanner drone picture snaps, <font color=red>red</font>: pain)
-* [[skeletal animation]]: yes+* [[footsteps]]: [[concrete]], [[dirt]], [[gravel]], [[metal]] (duct, generic, ladder), [[sand]], [[tile]], [[water]], [[wood]]
-* texture: 16-/32-bit depth+* [[moves]]: [[crouch]], [[jump]], [[pick up]]/[[drop]]/[[throw]], [[run]], [[actions/shoot]], [[sprint]], [[strafe]], [[swim]], [[walk]]
-** filtering: bi-/trilinear+* [[view]]: [[1st-person]] ([[3rd-person]] with cheats)
-** mapping: bump, environmental, mip, procedural+** [[pan]]: [[keyboard]]/[[mouse]] (+ vehicles)
-** decals: blood/guts, bullet holes, crowbar impacts, explosion blasts, paint splats +** [[zoom]]: [[gunscope]], [[hazard suit ]]
-* [[transparency]]: fire, glass, light beams, projectile trails, smoke, steam, video screens, water+
-* other: pixel/vertex shaders (reflections) +
 +===[[NPCs]]===
 +* [[aliens]] (antlions, barnacles, headcrabs, ichthyosaur, stalkers, striders, synths, vortigaunts, [[zombies]]), [[humans]], [[birds]] ([[crows]], [[pigeons]], [[seagulls]]), [[machines]] ([[gunships]], [[helicopters]], manhacks, rollers, scanners, [[turrets]])
 +* [[AI]]: friendly NPCs help character and apologize when in way, object impact reaction
-==Player character==+==[[Environment]]==
-* character: facial animation, hazard evacuation (HEV) suit, view (white: scanner drone picture snaps, red: pain)+* [[# levels]]: 68 (15 [[chapters]])
-* [[footsteps]]: concrete, dirt, gravel, metal (duct, generic, ladder), sand, tile, water, wood+* [[locations]]: [[canals]], [[towns]], [[coast]], [[train station]], [[prison]], City 17 (Eastern European-style [[city]]), [[citadel]]
-* moves: crouch, jump, pickup/drop/throw, run, shoot, sprint, strafe, swim, walk+* [[cutscenes]]: yes
-* view: 1st-person (3rd-person with cheats)+* [[level editor]]: Hammer?
-** pan: keyboard/mouse (+ vehicles)+* [[puzzles]]: physics-based (add/remove weight, add floating objects to surface something, etc)
-** zoom: gunscope, hazard suit +* [[traps/hazards]]: [[drowning]], [[electricity]], [[explosions]], [[falling]] ([[elevator]], [[smokestack]]), [[fan blades]], fire, getting [[burnt]]/[[cutting|cut]]/[[crushing|crushed]]/[[hit]]/[[shot]], [[radiation]], [[steam]], [[toxic waste]], [[trains]]
 +===[[interaction]]===
 +* [[break]]: [[barrels]] (some), [[benches]], [[boats]], [[cart]], [[chairs]], [[desks]], [[drawer cabinets]], [[flower pots]], [[gaspumps]], [[glass]] (window panes, cars), [[locks]], machine NPCs, [[piers]] (some), [[shards]], [[signs]], [[tables]], [[vanities]], [[vents]], [[walls]] (some), weapons (mounted)
 +* [[explode]]: barrels, alien ships, enemy vehicles
 +* [[move]]: [[barricades]], [[bed frames]], [[boats]], [[bodies]], [[broken objects]], [[cable spools]], [[cargo containers]], [[cars]], [[computer consoles]], [[couches]], [[crane]], [[drawer cabinets]], [[dressers]], [[dumpsters]], electronic equipment (oscilloscopes?), [[fan blades]], NPC machine parts, [[engines]], [[file cabinets]], ladder cage, [[luggage carts]], [[mattresses]], metal panels, pet transport [[crates]] (some), [[pods]], propane canisters/[[tanks]], [[radiators]], [[railings]], [[shelves]], [[signs]] (+ letters), [[stair steps]], [[tables]], [[toolchests]], train car [[doors]], [[turrets]], vehicle ([[axels]], bodies, [[doors]], [[mufflers]]), [[washing machines]], [[wheelbarrows]]; see pickupable objects
 +* [[open]]: ammo crates, doors (normal, [[locker]], [[fence gates]])
 +* [[pick up]]: ammo/weapons, barrels, [[batteries]], [[bicycles]], [[bones]], [[binders]], [[boots]], [[bottles]] (glass beer/wine, plastic cleaning & soda), [[buckets]] (metal, plastic), [[cans]] (food, gas, paint, recycle, soda), [[cardboard boxes]] (large, small, nail/screw), [[cement blocks]], [[Chinese food boxes]], [[clipboard]], [[coffee mugs]], [[computers]] (cases, keyboards, monitors), [[concrete]] chunks, [[crates]] (plastic, wood), [[doll]], [[electronic equipment]] (receivers), flower pots, health (kits, [[vials]]), [[jars]] (plastic), ladel?, [[lamps]] (desk, floor), [[laundry machine drums]], [[luggage]], [[meathooks]], [[milk cartons]]/jugs, [[newspapers]], [[pallets]], [[paper bags]], parts [[cabinets]], [[payphone handsets]], [[picture frames]], pipe weapon (NPC), [[pots]], [[power plugs]], [[rocks]], [[sawblades]], shards, [[skulls]], [[statue busts]], tables, [[tires]], [[toilets]] (some), [[tools]] ([[pliers]], ''wrenches''), [[traffic cones]], vanities, [[watermelons]], [[wood]] ([[beams]], [[panels]], [[planks]], platforms); see movable objects for gravity gun-pickupable objects
 +* [[ride]]: [[airboat]], [[buggy]], [[cart]], [[crane]], [[elevator]]; anything moving
 +* [[throw]]: pick upable objects
 +* other: [[activate]] (health/HEV chargers, [[soda machines]], [[teleporter]]), change security camera monitor video feeds, [[flush]] toilet (some), [[operate]] crane, (left/right, extend/retract arm, pick up/drop magnetic objects), [[plug in]] power plug, [[pull]] [[levers]], [[spin]] [[merry-go-round]] & [[tic-tac-toe]] markers, tap [[hula doll]], [[tilt]] picture frame, [[turn]] buttons/handles, TVs turn off when power plug pulled out of socket; see [[#physics]]
-==Level/world design==+==[[Inventory]]==
-* # levels: 68 (15 chapters)+* [[ammo]]
-* location: canals, towns, coast, train station, prison, City 17 (Eastern European-style city), citadel+* [[weapons]]: [[bugbait]], [[crossbow]], [[crowbar]], [[explosives]] ([[grenades]]), [[guns]] ([[.357 Magnum]], Combine [[rifle]], [[gravity gun|gravity]], [[shotgun]], [[submachinegun]]), [[rockets]]; anything pickupable
-* cutscenes: yes+
-* level editor: Hammer?+
- +
-===Environmental interaction===+
-* break: barrels (some), benches, boats, cart, chairs, desks, drawer cabinets, flower pots, gaspumps, glass (window panes, cars), locks, machine NPCs, piers (some), shards, signs, tables, vanities, vents, walls (some), weapons (mounted)+
-* explode: barrels, alien ships, enemy vehicles+
-* move: barricades, bed frames, boats, bodies, broken objects, cable spools, cargo containers, cars, computer consoles, couches, crane, drawer cabinets, dressers, dumpsters, electronic equipment (oscilloscopes?), fan blades, NPC machine parts, engines, file cabinets, ladder cage, luggage carts, mattresses, metal panels, mufflers, pet transport crates (some), pods, propane canisters/tanks, radiators, railings, shelves, signs (+ letters), stair steps, tables, toolchests, train car doors, turrets, vehicle (axels, bodies, doors, mufflers), washing machines, wheelbarrows; see pickupable objects+
-* open: ammo crates, doors (normal, locker, fence gates)+
-* pickup: ammo/weapons, barrels, batteries, bicycles, bones, binders, boots, bottles (glass beer/wine, plastic cleaning & soda), buckets (metal, plastic), cans (food, gas, paint, recycle, soda), cardboard boxes (large, small, nail/screw), cement blocks, Chinese food boxes, clipboard, coffee mugs, computers (cases, keyboards, monitors), concrete chunks, crates (plastic, wood), doll, electronic equipment (receivers), flower pots, health (kits, vials), jars (plastic), ladel?, lamps (desk, floor), laundry machine drums, luggage, meathooks, milk cartons/jugs, newspapers, pallets, paper bags, parts cabinets, payphone handsets, picture frames, pipe weapon (NPC), pots, power plugs, rocks, sawblades, shards, skulls, statue busts, tables, tires, toilets (some), tools (pliers, wrenches), traffic cones, vanities, watermelons, wood (beams, panels, planks, platforms); see movable objects for gravity gun-pickupable objects+
-* ride: airboat, buggy, cart, crane, elevator; anything moving+
-* throw: pickupable objects+
-* other: activate (health/HEV chargers, soda machines, teleporter), change security camera monitor video feeds, flush toilet (some), operate crane, (left/right, extend/retract arm, pickup/drop magnetic objects), plug in power plug, pull levers, spin merry-go-round & tic-tac-toe markers, tap hula doll, tilt picture frame, turn buttons/handles, TVs turn off when power plug pulled out of socket; see physics +
- +
-===Other===+
-* puzzles: physics-based (add/remove weight, add floating objects to surface something, etc)+
-* traps/hazards: drowning, electricity, explosions, falling (elevator, smokestack), fan blades, fire, getting burnt/cut/crushed/hit/shot, radiation, steam, toxic waste, trains +
- +
-==Weapons==+
-* bugbait, crossbow, crowbar, explosives (grenades), guns (.357 pistol, Combine rifle, gravity, shotgun, submachinegun), rockets; anything pickupable+
- +
-==NPCs==+
-* aliens (antlions, barnacles, headcrabs, ichthyosaur, stalkers, striders, synths, vortigaunts, zombies), humans, birds (crows, pigeons, seagulls), machines (gunships, helicopters, manhacks, rollers, scanners, turrets)+
-* AI: friendly NPCs help character and apologize when in way, object impact reaction +
==Other== ==Other==
-* inventory: weapons/ammo+* [[sound]]: [[stereo]], [[reverb]], [[multi-channel]] (2, 4, 4.1, 5.1, 7.1); cuts out (+ ringing) after close explosions
-* sound: stereo, reverb, multi-channel (2, 4, 4.1, 5.1, 7.1); cuts out (+ ringing) after close explosions+
- +
-[[Category:Games]]+

Current revision

Contents

Wikipedia:Half-Life²
}}
year  2004
genre(s)  Action-Adventure
developer(s) Valve Software
publisher(s) Sierra Entertainment
engine Source engine
Character
name  Gordon Freeman



Engine

atmospheric/environmental effects

lighting

physics

Character

player character

NPCs

Environment

interaction

Inventory

Other

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