Project Manager
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✔️ HL Verified
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- Nov 25, 2001
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ok a few facts straight. First of shadows do cost fps eventually and always will with every current approach let it me multi-pass or deffered. Everyone who has actually seen the code behind every shadow approach, shadow mapping or stencil aproach knows that it always eats fps, nowadays techniques and especially directX comes with some handy stuff to help you minimize that, anyways we're developing half-life because we enjoy the moding and the work, otherwise we won't do it, we also do it to learn things, as it is really not much of a challenge to code some unreal scripts or use a state-of-the art engine. So it's not about how we would finish the project most efficiently but rather that we benefit the most of it as developers. But this is going completely off topic. So either get back on topic or start a new one discussing project efficiency, guess I made myself clear.