Flynn(Snarkpit)
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How cool would that be!
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Really. Look for these things, you will probably find water there.
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Realistic like... I don't know... reflecting stuff above the surface, refracting stuff below it, and having volumetric fog and stuff in the water itself? Yeah, that really would be cool. Maybe Valve can put it in the Episode Two engine update.How cool would that be!
They could, they'll certainly have the time.Realistic like... I don't know... reflecting stuff above the surface, refracting stuff below it, and having volumetric fog and stuff in the water itself? Yeah, that really would be cool. Maybe Valve can put it in the Episode Two engine update.
Realistic like... I don't know... reflecting stuff above the surface, refracting stuff below it, and having volumetric fog and stuff in the water itself? Yeah, that really would be cool. Maybe Valve can put it in the Episode Two engine update.
Or actual water that flows and acts like water?
now that would be amazing
Yes! This is what I mean! How cool would that be!? Then we could have taps and everything! Right now water is just a solid block:|
Everyone who has posted in this thread's computer linked together probably couldn't handle it on a large scale.Yes! This is what I mean! How cool would that be!? Then we could have taps and everything! Right now water is just a solid block:|
Not in real time, no, but it's really just a speed issue. You know, the kind that goes away in a few years.Everyone who has posted in this thread's computer linked together probably couldn't handle it on a large scale.
Source's current water-rendering method is on par with Unreal 1.
Maybe not potentially, but with what we have seen so far, water isn't too important aside from decent bouyancy physics I guess.
Umm... Half-life 2 was noted by many sources for having absolutely beautiful-looking water when it came out, and it's still among the best. That you compare it to Unreal 1 definately makes me think you're either in DX7 mode or there's something wrong with you.
Cheap water, maybe - cubemaps and bump/normal mapping. That overall technique has indeed been around since early Unreal days. Expensive water - like what you see in Route Kanal, Water Hazard, etc. - was technologically way beyond what anyone else had when HL2 was released.It looks nice, but it's nothing special technology wise.
Cheap water, maybe - cubemaps and bump/normal mapping. That overall technique has indeed been around since early Unreal days. Expensive water - like what you see in Route Kanal, Water Hazard, etc. - was technologically way beyond what anyone else had when HL2 was released.
Umm... Half-life 2 was noted by many sources for having absolutely beautiful-looking water when it came out, and it's still among the best. That you compare it to Unreal 1 definately makes me think you're either in DX7 mode or there's something wrong with you.
There's a better way? One that processing wouldn't take a minute per frame for?but it still uses a box and the game basically recognizes it as a zone with special physics
I vote for swimming pools.
I fear the day Hentai sex-games include realistic simulation of sperm ejaculation.
I vote for free-flowing particle-based water; I'll just have to get a new rig.
Seriously though, a typical PC should be able to handle it in a few years. And if history teaches us anything, it's that we'll be waiting a lot of years for Half-Life 3.