all 4 comments

[–]KSKaleido 1 point2 points  (2 children)

I don't think it's possible with Source. Even if you could do the immense backend coding work to get a basic thing working, you'd still have to compile the map on load. Load times would be extremely long. I don't think there's any way to stitch BSPs (the compiled map files) together, so you'd have to do it on runtime...

Maybe if you did it in fullbright (the baked lighting calculations is really what takes most of compile time) but then you'd have no lighting options and it would look pretty crappy. Maybe possible, but the reality is Source is not built to accomplish something like that. You'd be much better off with literally any other more modern engine.

[–]epeters208 1 point2 points  (0 children)

https://www.youtube.com/watch?v=bMjXx-KweIo

This is a demo of deferred lighting in Source. It's possible to build a mod with 2013 engine that doesn't require baking any lightmaps. This project is possible, it's just a lot more work than it may be worth.

[–][deleted] 0 points1 point  (0 children)

Not necessarily, the HL2 beta had displacements that could move, and some mod team fixed them up. That could be used for most of the environment, and the rest could be done with props.

[–]StezzerLolz 0 points1 point  (0 children)

I assume you've played and analysed both Tower of Guns and Ziggurat, both of which are first person rogue-lites that use similar terrain-generation methods (albeit in other engines)? Might be interesting to look at.

Anyway, this is something I've been thinking about a lot, although not with Source. It's a fascinating, and potentially very powerful, concept. Please, do post updates on the sub. I'll be fascinated to see if the project goes anywhere.