Tag Archives: Source Engine

Intro to Optimizing Maps in Source

Nice informative article that uses simple terms, useful metaphors, and eye catching visuals to describe the complected topic of BSP trees and VIS leaves that make modern 3D first person shooters possible. If you are interested in the topics, then this is a definite read. Read time is about 5 minutes.

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Game Banana: “Demystifying Source Engine Visleaves”

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Link – MapCore: Source Lighting Technical Analysis: Part Two

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I finally got a chance to read Part Two of leplubodeslapin‘s Source Lighting Technical Analysis series over on MapCore. This one focused more on model lighting in your maps for Source Engine. Might be worth the quick read if you are interested. The article isn’t that long.

MapCore: Source Lighting Technical Analysis: Part Two

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Link – MapCore: Source Lighting Technical Analysis: Part One

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This is a pretty sweet article about the lighting in the source engine written by leplubodeslapin over on MapCore. I totally learned a bit more about lighting in the engine and lightmaps in general. The animated graphics in the article definitely helped. While it got a bit “mathy”, I’d say it was worth the read and a definite recommend. Check it out if you think the Source Engine or game engine lighting in general is interesting.

MapCore: Source Lighting Technical Analysis: Part One

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