Editing Blam engine
From Halopedia, the Halo wiki
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 51: | Line 51: | ||
===Inception of Blam: ''Halo''=== | ===Inception of Blam: ''Halo''=== | ||
According to [[Chris Butcher]], an engineering director at [[Bungie]], the Blam engine entered development in late [[1997]] alongside the game [[Development of Halo: Combat Evolved|that would come to be]] ''[[Halo: Combat Evolved]]''.{{Ref/Reuse|TigerEngine}} The Blam engine first started out as | According to [[Chris Butcher]], an engineering director at [[Bungie]], the Blam engine entered development in late [[1997]] alongside the game [[Development of Halo: Combat Evolved|that would come to be]] ''[[Halo: Combat Evolved]]''.{{Ref/Reuse|TigerEngine}} The Blam engine first started out as a next-generation version of the ''Myth: The Fallen Lords''{{'}} terrain engine, with the addition of polygonal units as opposed to the 2D sprites used by ''Myth''. Bungie quickly decided, however, that focusing in on a single character would be a more compelling use of the [[Halo universe|''Halo'' universe]] than a strategy game, and pivoted towards a third-person design.{{Ref/Reuse|JJInt99}} Despite this, many remnants of the ''Myth'' engine remained in the Blam engine, most notably the [[tag]] system, which remained a core part of Blam for the entirety of the engine's lifespan.{{Citation needed}} | ||
Nonetheless, many improvements were made over the ''Myth'' engine. Circa [[1999]], Blam supported features such as [[Wikipedia:Volumetric lighting|volumetric lighting]], per-pixel [[Wikipedia:Reflection (computer graphics)|reflections]] and [[Wikipedia:Texture mapping#Multitexturing|multitexturing]]. All of these features would eventually make it into the game's [[Xbox]] release in [[2001]]. At that time, the engine also supported a [[Wikipedia:Destructible environment|deformable terrain]] system, where explosions and orbital strikes would create permanent craters in the landscape.{{Ref/Reuse|JJInt99}} However, this feature was ultimately cut. | Nonetheless, many improvements were made over the ''Myth'' engine. Circa [[1999]], Blam supported features such as [[Wikipedia:Volumetric lighting|volumetric lighting]], per-pixel [[Wikipedia:Reflection (computer graphics)|reflections]] and [[Wikipedia:Texture mapping#Multitexturing|multitexturing]]. All of these features would eventually make it into the game's [[Xbox]] release in [[2001]]. At that time, the engine also supported a [[Wikipedia:Destructible environment|deformable terrain]] system, where explosions and orbital strikes would create permanent craters in the landscape.{{Ref/Reuse|JJInt99}} However, this feature was ultimately cut. |