Blast from the Past
The Operative: No One Lives Forever
by Monolith Productions
Today we have yet another Monolith game! Back before the days of Middle-Earth: Shadow of Mordor, Monolith was one of my favorite game development studios. They were one of the most creative forces in the first person shooter genre, and this title is no different. Monolith had great shooters in the Blood games and Shogo, but this game is the one that really escalated them to cult classics.
Blast from the Past
Half-Life 2
by Valve Software
And to finish it out, we have the second legendary game in the legendary Half-Life series, Half-Life 2! Half-Life 2 continues the trend of silent protagonists, crowbars, and a gargantuan modding community.
Graphics Half-Life 2 has aged tremendously well compared to its predecessor. Models are more detailed, faces have more structure, textures are sharper and higher resolution, shaders are improved, and some fun render-to-texture tricks are being played around with.
Blast from the Past
Half-Life
by Valve Software
This episode goes over the legendary Half-Life! The game that spawned a massive modding community, made us fall in love with crowbars and silent protagonists, and is likely the introduction for a whole generation of people to first person shooters.
Graphics I’m going to get this out of the way first. This is a late 90’s era game. Polygonal models were starting to get more details, but polygon counts and texture resolution was at a premium.
Today’s post we’ll go over the implementation of the InputManager class!
Bindings and Bindings Config The bindings have a pretty simple JSON schema. The root object is an array. Each binding in the array takes this format:
{ // This is the name of the alias the binding corresponds to. "Alias": "name_of_alias", // Binding is either a single input code, or an array of input codes. // If Binding is an array, all of the input codes must be pressed or active to trigger the binding.
New year, and a new resolve to blog more! So let’s get in to it!
Scripting Over the Christmas break I spent a huge chunk of time working on Shibboleth. Majority of that time was spent take a passing interest in a LISP-like programming language called Janet. I integrated it into the engine to the point where it was 99% of the way done, but ended up abandoning it. The main reason being is that the language was clearly not designed to be embedded in an environment that wasn’t purely statically linked.