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Old 07-29-2008, 12:58 AM   #21
Iggy
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Quote:
Originally Posted by trepid_jon
Not really, it actually is dynamic lighting. It's just that we don't have dynamic shadows. I guess you could argue they're the same, but yeah...not really.

If you fire a rocket down a dark hallway, the hallway is lit up. If you fire a flamethrower into a dark corner, the corner is lit up. That's a form of dynamic lighting.
This actually happened in TFC, as well.
(Well, not sure about the pyros flames... but I can document solly rockets doing that!)
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Old 08-04-2008, 05:09 AM   #22
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Dynamic Lighting != Dynamic Shadows
Yeah, I realized I used the wrong terminology after I wrote that, the point being Rune had both back in 2000. Really HL2 has dynamic shadows too, they're just only one direction based on your shadow control. It hasn't seen "more dynamic" shadows until the Orange Box engine with the env_projectedtexture.
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Old 08-06-2008, 01:57 AM   #23
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At least source uses stencil shadows instead of shadow maps.

(I think... there's some wierdness in source's implementation)
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