Half-Life²

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

(Difference between revisions)
Jump to: navigation, search
Revision as of 09:24, 24 July 2007 (edit)
Eep² (t|c)
m catlinks
← Previous diff
Current revision (08:46, 27 February 2010) (edit) (undo)
Eep² (t|c)
Engine - fix links
 
(14 intermediate revisions not shown.)
Line 1: Line 1:
-* circa: {{catlink|2004}}+{{game
-* genre: {{catlink|Action-Adventure}}+|year=2004
-* publisher: {{catlink|Sierra Entertainment}}+|genre=Action-Adventure
-* developer: {{catlink|Valve Software}}+|publisher=Sierra Entertainment
 +|developer=Valve Software
 +|engine=Source engine
 +|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]]==
-* {{catlink|Source 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]]
-* steam: some pipes+* [[sparks]]: [[electricity]], [[metal impacts]] ([[bullets]], [[crowbar]], manhack [[blades]], etc), [[teleporters]]
-* water: bubbles, debris, puddles, splash, spray+* [[steam]]: some [[pipes]]
-* 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+* [[coronas]]
-* collision detection+* [[flickering]]
-** ragdoll bodies+* [[electrified fence]], [[eye scanner]], [[fire]], [[flashlight]], [[manhacks]], [[scanner drones]], [[vehicles]], [[windows]]
-** cardboard boxes break apart yet stay connected at seams+ 
-** turnstyle turns, signs swing+===[[physics]]===
-** plastic crates hold objects (bottles, cans, etc)+* [[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 ** powerlines move when hit
-** power cables move around when power plugs/teleporter/TVs moved or from spark force+** [[power cables]] move around when [[power plugs]]/[[teleporter]]/[[TVs]] moved or from spark force
-* explosion force pushes/breaks objects+* [[explosion force]] pushes/breaks objects
-* fire breaks wooden objects+* [[fire]] breaks wooden objects
-* slippery sludge/oil+* [[slippery]] sludge/oil
-* steam pushes objects+* [[steam]] pushes objects
-* paint covers most objects +* [[paint]] covers most objects
-===Lighting===+==[[Character]]==
-* dynamic+===[[player character]]===
-* colored+* [[facial animation]], hazard evacuation (HEV) [[suit]], view (<font color=white>white</font>: scanner drone picture snaps, <font color=red>red</font>: pain)
-* vertex & lightmap+* [[footsteps]]: [[concrete]], [[dirt]], [[gravel]], [[metal]] (duct, generic, ladder), [[sand]], [[tile]], [[water]], [[wood]]
-* coronas+* [[moves]]: [[crouch]], [[jump]], [[pick up]]/[[drop]]/[[throw]], [[run]], [[actions/shoot]], [[sprint]], [[strafe]], [[swim]], [[walk]]
-* flickering+* [[view]]: [[1st-person]] ([[3rd-person]] with cheats)
-* electricfied fence, eye scanner, fire, flashlight, manhacks, scanner drones, vehicles, windows+** [[pan]]: [[keyboard]]/[[mouse]] (+ vehicles)
 +** [[zoom]]: [[gunscope]], [[hazard suit ]]
-===Particle effects===+===[[NPCs]]===
-* debris, dust, gas, mist, smoke, sparks, splash, spray, steam, swarms+* [[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===+==[[Environment]]==
-* 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+* [[# levels]]: 68 (15 [[chapters]])
-* shadows: vertical angle adjustment, fading; NPCs, moving objects+* [[locations]]: [[canals]], [[towns]], [[coast]], [[train station]], [[prison]], City 17 (Eastern European-style [[city]]), [[citadel]]
-* skeletal animation: yes+* [[cutscenes]]: yes
-* texture: 16-/32-bit depth+* [[level editor]]: Hammer?
-** filtering: bi-/trilinear+* [[puzzles]]: physics-based (add/remove weight, add floating objects to surface something, etc)
-** mapping: bump, environmental, mip, procedural+* [[traps/hazards]]: [[drowning]], [[electricity]], [[explosions]], [[falling]] ([[elevator]], [[smokestack]]), [[fan blades]], fire, getting [[burnt]]/[[cutting|cut]]/[[crushing|crushed]]/[[hit]]/[[shot]], [[radiation]], [[steam]], [[toxic waste]], [[trains]]
-** decals: blood/guts, bullet holes, crowbar impacts, explosion blasts, paint splats +
-* transparency: fire, glass, light beams, projectile trails, smoke, steam, video screens, water+
-* other: pixel/vertex shaders (reflections) +
 +===[[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]]
-==Player character==+==[[Inventory]]==
-* name: {{catlink|Gordon Freeman}}+* [[ammo]]
-* character: facial animation, hazard evacuation (HEV) suit, view (white: scanner drone picture snaps, red: pain)+* [[weapons]]: [[bugbait]], [[crossbow]], [[crowbar]], [[explosives]] ([[grenades]]), [[guns]] ([[.357 Magnum]], Combine [[rifle]], [[gravity gun|gravity]], [[shotgun]], [[submachinegun]]), [[rockets]]; anything pickupable
-* footsteps: concrete, dirt, gravel, metal (duct, generic, ladder), sand, tile, water, wood+
-* moves: crouch, jump, pickup/drop/throw, run, shoot, sprint, strafe, swim, walk+
-* view: 1st-person (3rd-person with cheats)+
-** pan: keyboard/mouse (+ vehicles)+
-** zoom: gunscope, hazard suit +
- +
- +
-==Level/world design==+
-* # levels: 68 (15 chapters)+
-* location: canals, towns, coast, train station, prison, City 17 (Eastern European-style city), citadel+
-* 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

Personal tools