Editing Blam engine
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===Saber3D hybrid engine=== | ===Saber3D hybrid engine=== | ||
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One of the key design goals of the ''Anniversary'' remasters of ''Halo: CE'' and ''[[Halo 2]]'' was to leave the titles' original gameplay completely untouched, so that the games would play exactly as they originally did. As a result, both ''[[Halo: Combat Evolved Anniversary]]'' and ''[[Halo 2: Anniversary]]'' use their respective game's original engine. However, in order to produce the remastered anniversary graphics, developer [[Saber Interactive]] needed a significantly more modern [[Wikipedia:Rendering (computer graphics)|rendering engine]]. Thus, for each of the games, they retrofitted their own internally-developed engine, the Saber3D engine, onto the original engine to facilitate the remastered graphics, while preserving the original Blam engine's gameplay logic so that the games play exactly as they originally did. This has been compared to essentially running two game engines at once, within the same game. This unique design also allowed for the ability for the player to switch between the two graphical modes at any time within the gameplay - a tool originally developed to allow developers on ''Anniversary'' remasters to rapidly compare their new artwork with the original game. However, the tool was turned into an official feature.{{Citation needed}} | One of the key design goals of the ''Anniversary'' remasters of ''Halo: CE'' and ''[[Halo 2]]'' was to leave the titles' original gameplay completely untouched, so that the games would play exactly as they originally did. As a result, both ''[[Halo: Combat Evolved Anniversary]]'' and ''[[Halo 2: Anniversary]]'' use their respective game's original engine. However, in order to produce the remastered anniversary graphics, developer [[Saber Interactive]] needed a significantly more modern [[Wikipedia:Rendering (computer graphics)|rendering engine]]. Thus, for each of the games, they retrofitted their own internally-developed engine, the Saber3D engine, onto the original engine to facilitate the remastered graphics, while preserving the original Blam engine's gameplay logic so that the games play exactly as they originally did. This has been compared to essentially running two game engines at once, within the same game. This unique design also allowed for the ability for the player to switch between the two graphical modes at any time within the gameplay - a tool originally developed to allow developers on ''Anniversary'' remasters to rapidly compare their new artwork with the original game. However, the tool was turned into an official feature.{{Citation needed}} | ||
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These games were developed on the Blam engine but ultimately cancelled before release. | These games were developed on the Blam engine but ultimately cancelled before release. | ||
*'' | *''Gypsum'' (cancelled in 2003) | ||
*'' | *''Phoenix'' (cancelled in 2003) | ||
*''[[Halo Online]]'' (cancelled in 2016) | *''[[Halo Online]]'' (cancelled in 2016) | ||