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Half-Life

Created by Valve Software
Published by Sierra





Fixed-Action Set in Motion dea

The first Valve-r I ran into was none other than Gabe Newell, the company's Founder and Managing Director. As we walked into his office, I immediately noticed something out of the ordinary (at least in a PC game developer's office): a TV with a Nintendo 64 plugged into it. Being a bit of console game freak (and a freak in general), I commented on how cool I thought Super Mario 64 - that game that was in the N64' s cartridge slot - was. I couldn't stop there, though; hoping to wow the presumably newbie-console gamer with my feats of derring do, I shared the fact that I had also completed the game with all 120 stars. Gabe nodded his head and said "Yeah, I've beaten it three times with all 120 stars and am now in the middle of my fourth time. I'm constantly amazed at just how fun Shigeru Miyamoto (the game's designer -ed.) made it. As I play through, I try to learn from some of the things he's doing with the game: why is it fun to play through the same levels time after time? I'm hoping Half Life will grip gamers in the same way." While my wacky hi-jinx on the N64 had been dwarfed by Newell, my fragile ego wasn't bruised - I was too pre-occupied at the notion of a game, a PC game no less, being more fun than Super Mario 64.

After chatting for a bit about the N64, games in general, and the Communist influence on Easter European elections, I was introduced to Ken Birdwell, Valve's Senior Software Development Engineer. This is one of the guys (Jay Stelly is the other...more on him later) responsible for creating the Half-Life game engine. He also owns a Harley, which would make him cool even if he programmed Gooch Grundy (which he didn't, by the way). We got into the technical stuff almost immediately. Birdwell began telling me about a new modification he made to the skeletal animation system that would now allow a 6,000 polygon character animate at 30 frames per second on hardware - using interpolation, of course (until this recent breakthrough, the poly limit on a baddie in Half Life was 3,000 - which is still amazingly complex). Before we got much further, I wanted to understand exactly what the hell the skeletal animation system did. I mean, it sounds cool, but how does it improve gameplay? In answer to the question, Birdwell pulled up a model of the Alien Grunt. "OK, this guy is made up of a whole bunch of polys; if we were to manipulate those polys in order to animate the character, the frame rate would be unacceptable. So, I decided to use a skeletal animation system in the hopes of getting more detailed baddies without the unacceptably-high frame rate hit - by the way, I didn't invent the skeletal animation system. You'll find info on it in just about any computer animation text book - for some reason, no one has really picked up yet."

Check out more of OGR.COM's feature preview of Half-Life: So how is skeletal animation going to improve gameplay?

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