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» Personal Loan No Credit Check, Online Economics » Computer games after platform » Windows play » Help Life


Page modified: ¶roda, lipiec 13, 2011 18:23:17

The computer game help Life (short HL, English radioactive half-life) is a Ego Shooter, which was developed by the company Valve and published in the year 1998 by the selling partner Sierra. The successor help Life 2 appeared on 16 November 2004.

The title of the play is an allusion on the technical term "radioactive half-life "from nuclear physics. Symbol for the play is a Lambda as disintegration constant of physics.

Help Life

Technology

The help Life engine developed 1998 from the Quake engine licensed of ID software. The engine of help Life resembles from Quake the I however only in very small measure and shows meanwhile no more similarities to its source. The most important changes opposite the Quake I engine were the new skeleton-based Animationsmodel, transferred to C++, the improved network subsystem, the matured artificial intelligence of the computer opponents, the possibility, of arranging complex geskriptete scenes and the better diagram.

The straight substantial use of Scripts give to the play a strong feeling of immersion, since the play world appears expressed lively and is extremely high the interactivity compared with other Ego Shootern to this time.

The help Life engine uses like the Quake engine BSP Trees for the minimization of the cost of computation. It uses textures with 256 colors, the engine rendert however with 16 or 32 bits depth of shade. In addition the network subsystem uses "the Quake World technology ", with which liquid playing is possible over Internet also.

A characteristic of help Life in relation to other plays at the time at that time is the fact that a level was loaded not completely in a piece but into small ", which are connected within identical areas through clearly defined is divided. Thus the player receives the impression that he is in an enormous complex. The only reference to the partitioning the level was the signature "shop", which appeared short from time to time.

Also for the sound at that time current technology was used. For example the sound procedures A3D and EAX produced realistically sounding auditory perspectives.


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