![]() ![]() Red Dead Redemption 2, which came out earlier this month, is easily one of the most immersive games of all time-rich with story, full of dialogue, and overflowing with detail. We ride the rest of the way in silence except for the sounds of our rickety carriage and plodding horse hooves, with the river at our side and birds soaring overhead. After a few more minutes of ruminating about the fleeting nature of life, our conversation trails off, but the unnerving words linger in the crisp air. It’s an awful, tragic story, contrasted starkly by the overwhelming beauty of our surroundings. I’m struggling to pay attention as Hosea fills me in on the history of this fertile land and how it was violently ripped away from the Native Americans who once lived here. We’re heading for Horseshoe Overlook, planning to set up camp and lay low for a while. Hosea, Charles, and I are in a carriage riding south alongside a roiling river. Our series continues today with a look at Half-Life, a revolutionary first-person shooter whose influence has only grown stronger over the years. Throughout the year, The Ringer ’s gaming enthusiasts will be paying tribute to the legendary titles turning 20 in 2018 by replaying them for the umpteenth time or playing them for the first time, talking to the people who made them, and analyzing both what made them great and how they made later games greater. ↑ 2.0 2.1 Keighley, Geoff (2020).Art may largely be a matter of taste, but one conclusion is close to inarguable: 1998 was the best year ever for video games, producing an unparalleled lineup of revolutionary releases that left indelible legacies and spawned series and subcultures that persist today.Enhanced Panorama GUI, designed to be more user friendly.Support for the Steam Audio sound system.Native OpenGL support on all platforms.Makes use of the Vulkan 3D Graphics and Computing API.Increased performance limit to take advantage of higher end hardware.Lower latency and more responsive input.Supports both 64-bit and 32-bit systems, including mobile platforms.Support for both forward and deferred rendering pipelines.Completely rebuilt Hammer level editor, featuring modern polygon mesh editing tools.New engine-integrated authoring tools, rebuilt from the ground up.Integrated asset management via the Asset System.The first public beta of Source 2 tools, made specifically for creating custom content for Half-Life: Alyx, was released in May 2020. The engine also supports the creation of games in virtual reality, being used in SteamVR Home, the Robot Repair tech demo within The Lab, and Half-Life: Alyx. Source 2 has also been used for Valve's Artifact and Dota Underlords, with the engine being ported to support Android and iOS for the latter. Reborn was first released to the public as an opt-in beta update that same month before officially replacing the original client in September 2015, making it the first game to use the engine. In June 2015, Valve announced that the entirety of Dota 2 would be ported over to Source 2 in an update called Dota 2 Reborn. ![]() Gabe Newell, president of Valve, said that the company were prioritizing the development of their own games before they would release the engine and its software development kit to the public as a means of ensuring the highest quality for developers adding that they were intending to make the engine free to use for game developers as long as the game is published on their Steam service. At the time of announcement, Valve stated that it would support Vulkan graphical API and use a new in-house physics engine called Rubikon, which would replace the need for Havok. Source 2 was first made available to the public via Steam Workshop tools for Dota 2 in 2014 before it was officially announced at the Game Developers Conference in March 2015, with Valve stating that their intent for it was to allow for content to be created more efficiently. For GDC 2014, Valve employee Sergiy Migdalskiy showed off a Source 2 physics debugging tool being used in Left 4 Dead 2 to teach developers on how to develop physics debugging software for games. Images of this tech demo were leaked onto the internet in early 2014. After a few years in development, the first engine tech demo was created in summer of 2010 as a remake of the final map of Left 4 Dead 2's campaign Swamp Fever, titled The Plantation. Plans for a successor to the original Source engine began following the release of Half-Life 2: Episode Two in 2007. ![]()
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