The purpose in this is what? Are you proposing you could have single handedly removed all of Source's BSP requirements, improved Source's geometry streaming, created that full terrain system and ensured it worked with the other game systems by yourself within a year?
It looks very nice, the fact you did it in only a year is very cool, though if you look at the likes of Alan Wake, Crysis, Unreal they all have great terrain features, yet TF2 wouldn't be any better on it. In theory you could build your own terrain system within source already however it's still not an engine design for expansive out door exploration so even with your amazing demo Valve won't change anything until they need to. Again, very well done on writing your terrain engine and all but if this is an "i told you so" you'll probably want to get a few sales under your belt and then come back to it. On Fri, Oct 2, 2009 at 9:23 PM, Adam Donovan <adamjjdono...@gmail.com>wrote: > so yeah I rant on about terrains systems..had to go and work for a game > company to actually get things moving in the direction I wanted...glad I > didnt just wait for valve to make one:) > So after about a year working on this part time I can show off our new > terrain engine...Highest res engine for terains I know of..less that half a > meter pixel res.. > > i would have done this for Valve but they never sounded interested:P > chuckle chuckle..Probably going to get shit for being so cocky now..oh I > guess my spelling will come up again too haha > > http://tinyurl.com/ybhyyje > Nav > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders