The (excellent) HL1 mod Poke646 did that in the library level.
After a while I realized that the floor was actually just transparent, and there was an upside-down duplicate of the level on the other side.
The (excellent) HL1 mod Poke646 did that in the library level.
After a while I realized that the floor was actually just transparent, and there was an upside-down duplicate of the level on the other side.
That’s how they used to do it since the games didn’t originally have very many polygons to begin with. That doesn’t work too well in more modern games however I think, though SS3 did it at the beginning. Nowadays it’s usually a dynamic texture or something (or cube mapping), which doesn’t typically give as good a result, as shown by all the jaggies in the reflection in my image. Once we can use path tracing well in real time we’ll be able to do perfect reflections multiple times deep that are actually simulated and not approximated. You can even see it in the demos.
https://www.youtube.com/watch?v=FJLy-ci-RyY
2:45 is when it gets really cool. And apparently there’s little or no performance hit to doing this over just the path tracing in general.
Unreal 1 had realtime calculated reflections that worked on any surface
Bark
Posts like that make me wish this forum had a rating system.
Got my party drunk, lol
Did the guys who made that game really expect anyone to take it seriously with those portraits?
The whole game isn’t supposed to be taken seriously.
Oh, that’s actually something of a relief.
SWAT 3 (1999) also had full reflections that weren’t ‘faked’ (Invisible/transparent wall/floor to inaccessible room)
Well it was nice talking to you. Time to blow your head off.
I recently discovered the face on the back of the Loki’s helmet.
I will never unsee this.
E.Y.E. Divine Cybermancy. FPS RPG. Kind of a mix between Crysis and Stalker, running on Source.
IGNORE THIS AND DELETE
Looking that up, I think I may have found a new coop game to try.
Thanks
scenery
didn’t blow up for once
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.