![icon_mrhappy :D](./images/smilies/icon_mrhappy.gif)
Megatron, no this is not an FPS 'forum', but arguably this, and ones regarding FPS's are "FPS Threads. As for being on the project, aside from the joke, what are you asking? I understood the game still had a long way to go in the 'meat' department.
Comparative Anatomy of Doom3 and HalfLife 2:
The one clear distinction that I've read many a people talk about is the realtime lighting and shadowing in Doom3, and of course the abundance of bumpmapping, which seems to qualify their statments that Doom has superior graphics. Half Life on the other hand chose to tone down the dynamic lighting, go with the much more subtle and immersive global illumination. As for the bumpmapping, its VERY hard to notice in the video, even the direct feed, but EVERYTHING has bumpmapping on it, but to varying, and more realistic, degrees.
The source engine is a bonified DX9 whore of an engine ( a good thing ). COMPLEX pixel and vertex shaders abound. This is how they are able to achieve refraction and true frenel reflection for example. Having arbitrary geometry assignment of shaders makes this even more wild, which is why they were able to have the water shader on the 'water man' standing in front of ( and refracting ) the fire.
Understand first why outdoor graphics engines are still relatively difficult, then realize all that Valve achieved with theirs. Most engines seperate the two on some level, making for clearly distinct feels, but here they are one and the same...truly seamless. I also understood, while watching the interview movie with Gabe and their lead tech guy, that Source has an intimate connection with Softimage XSI, which for the initiated, leads to incredible control of the art that goes into the game. Working with custom editors like UED or Worldcraft can be a bitch, so for those that prefer to work with the big programs, from what they said, you can get a WYSIWYG connection between XSI and Source, so you can work on getting your materials, shaders and mapping looking just right with professional tools. I assume I dont' have to mention the much lauded character animation system, with wav file lipsych matching(G man intro) and intelligent IK(Strider scene).
Oh well, guess thats enough. I could go on to mention the merits of the first game in expectation of this ones story or go on about the world interaction, but the movies do a much better job.
Cheers