Re:Valve confirm Half-Life: Alyx, a VR game being revealed o...
by dyeje on Tuesday November 19, 2019 @01:29PM
(#21576382)
I get the narrative you're trying to paint here, but it's really just not true. None of what you mention is a focal point of the game. The focal points are its story telling, level design, enemy AI, etc. I think this is reflected well in reviews from when it was released [1] [2].
Whereas Half Life 2 was definitely a big ol tech demo of the source engine.
[1] https://www.ign.com/articles/1998/11/26/half-life-5
[2] https://www.gamespot.com/reviews/half-life-review/1900-25373...
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o...
by rpedela on Tuesday November 19, 2019 @01:52PM
(#21576715)
Valve originally was a game engine company just like Epic and Id, and they still are but have broaden into a platform and publisher. All three companies built games to show off the capabilities of their engines. Valve is unique for also caring about storytelling and rich game mechanics compared to Epic and Id, at least at the time. HL1 was as much about being a tech demo as it was about being a great game.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o...
by pvg on Tuesday November 19, 2019 @02:31PM
(#21577203)
Valve originally was a game engine company just like Epic and Id
Their first product was a game based on technology licensed from Id. It's a fairly different development path from Id and Epic.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o...
by cameronbrown on Tuesday November 19, 2019 @03:03PM
(#21577621)
Not true. GoldSrc wasn't ever really sold. They just acquired mods built on the engine (which was source available) to sell themselves (like counter strike or team fortress)
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o...
by rpedela on Tuesday November 19, 2019 @03:45PM
(#21578070)
There were also third party games such as a 007 game.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o...
by wetpaws on Tuesday November 19, 2019 @01:12PM
(#21576152)
There is nothing like this in hl1, most of the behavior is hardcoded in the game's SDK and pretty generic. I.e every breakable object has 'health', and the barrels explode when they hit 0, explosion is just an instant calculation of dmg property to distance falloff, and there is very basic "if then" scripting language that you have to configure manually. The engine is not very far from quake1 because technically it is one. Source: a former hl modder.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o...
by jacobwilliamroy on Tuesday November 19, 2019 @04:24PM
(#21578467)
I think derefr was talking about the underlying implementation, which the SDK sits on top of, acting as an interface for modders like yourself.
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o...
by wetpaws on Tuesday November 19, 2019 @04:27PM
(#21578496)
Underlying implementation is a pure rendering engine, network and some low level core stuff (which is, as I mentioned a facelifted quake1 engine). All game logic including weapons, enemies, ai, bullet and explosion raytracing and game objects called 'entities' are contained in SDK and being compiled to client.dll and server.dll for server side and client side respectively. What derefr is talking about I have no idea because it has not a slightest relation to the game (no offense)
Re:Valve confirm Half-Life: Alyx, a VR game being revealed o...
by TulliusCicero on Tuesday November 19, 2019 @11:51AM
(#21575093)
Yeah, I remember being surprised at the interactivity even HL1 had, like that crates were destructible, and not in a super simple, binary [completely intact] vs [completely obliterated] kind of way. You could break them down more gradually with the crowbar.
When an HL1 object is “on fire”, for example, it’s emitting “infrared-radiation particles” as hitscan shots off of a point-source at its center. If these hit something, the physics sim checks the “on fire” object’s “hotness” attribute, and its distance from the target it hit, and from these computes a “heat impulse” that should be given to the target, which may or may not be enough to set the target “on fire.” Different things burn with more or less “hotness”, and for more or less time before burning out, depending on the material they’re made of. Explosive barrels don’t have any special code—they’re just “on fire” for a very hot, very short time (but they’re also “concussive”, which is a separate instantiation of this same logic.) The Crossbow’s alternate fire just slides a physical object that’s intensely “on fire” through the scene at high speed. Etc.
This system continues into HL2 as well. Pheropod/bugbait objects are just a copy of this system, where “on fire” is instead “acts as ally”, and antlions can be temporarily or permanently caught “acts as ally” by getting hit by a strong enough dose of pheropod radiative signalling.
This system is basically why HL1 and HL2 play the way they do: rather than only being able to kill things with weapon-objects programmed to emit “kill” signals toward enemies, you can kill things with pretty much any object, in a variety of ways, as enemies are physical-sim objects that can die for physical-sim reasons. And it’s very easy to make a useful new object in these engines, as you can just model something, give it some interesting physical attributes, and plop it into a level. The sim will then take care of making it useful.