The Problem With Water

As stated in the previous post, we’ve recently moved over to the Portal 2 branch of the Source Engine. With it comes a pretty big feature: dynamic water reflections. Now, you may be thinking “but Sam, hasn’t Source had dynamic water reflections since Half-Life 2?”. The answer is yes, it has. The issue is how it deals with rendering said reflection.

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Sentiment

I don’t know about you, but I’m a sentimental fucker. I feel a twang when I send off PC hardware to get replaced. So it won’t come as a surprise to know that I feel the same way about game development. I’m getting better, but I find it hard to let go of certain things. This really isn’t good in long-term creative projects, especially game development. Lately I’ve gotten ruthless and started replacing maps created back in 2012 (when the current version of the game was started – I plan on a post about the history of the development sometime soon), and changing design attitudes to fit better with what I love about the original Portal.

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