(Originally posted by Noctavis, created by SiliconDream and Cyberbob)
All calculations and simulations which were used to derive the information herein were performed on a TI-86 and my brain. As such, there are almost certainly mistakes, some big, some small, some obvious, some not. If you find any, please mention them and I'll fix it. Thanks.
--SiliconDream
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Eclipses
The first version of Halo will be released for the Xbox game console by Microsoft. It is expected to debut in North America on November 15, 2001.
The Xbox hardware consists of a 733 Mhz Intel processor, a custom Nvidida graphics processor based on the GeForce 3, and 64MB of DDR RAM which is used by both the CPU and GPU.
Per pixel reflection simply means that objects will have an additional reflection map along with their texture map, meaning that individual parts of the texture can have different reflective characteristics, instead of the entire object sharing the same reflection characteristics.
Volumetric lighting is used in games to simulate a lighting system that more closely mimics real light's characteristics, such as fading with distance, real time shadows, and apparent volume when seen in a diffracting atmosphere (fog, or dust for example).
Inverse kinematics are a quality that gives a model a better way of interacting with other models connected to it, in that the motion of one model affects that of others linked to it. Thus, if the hand moves, the arm moves, which moves the body (instead of always being the other way around). This allows such things as realistic recoil effect (a player will be kicked back by the recoil), and other things like the realistic suspension effects seen on the jeep.
Polygon scaling is a way of easing processor load without sacrificing detail by scaling the numbers of polygons on an object as it gets closer to the camera. Objects far off may only have a few dozen polygons, while objects close up may have a few thousand. In some games this is done ahead of time, by making low and hi-res models, but it is likely that Halo will do this on the fly.
Multipass texturing is a texturing technique that Halo uses to give multiple, layered textures to objects. For instance, you might have a base texture, followed by a texture that creates light and shadows, and then perhaps a layer that shows scorching and damage. With this system, an object's texture can be adjusted in game with greater ease and detail.
Yes.
Since its very earliest development phase, the physics model in Halo has been described as being among the most advanced ever put in a video game. Most parts of the game, from falling shells to the movement of planets in the Halo solar system, will be handled by the same global physics model.
In an interview back in 1999, then-Bungie employee Nathan Bitner described Halo's physics this way:
No.
Although Halo was originally intended to be the engine for a new version of Myth, that idea was abandoned early in development.
Although Halo was originally intended to be a third-person game, like Oni, and there was some technology sharing between the two development teams, Halo does not use Oni's engine.
The upcoming game Myth 3, being developed by Mumbo Jumbo for Take Two Interactive, uses a Myth 2 engine modified to create a fully 3d game. That engine is in no way related to Halo or Oni.
Bungie released editors with its previous games in the Myth and Marathon series.
It has been rumored that the underpinnings of the Halo engine are highly customizable; however, the Xbox itself will not have any capacity to run such an editor, and it is not believed that there will be any mechanism for altering the game on that platform.
It is not yet known how editable the release of Halo for the Windows and Macintosh will be, or whether it will ship with an editor and if so for what platform.
Marty O'Donnell and Mike Salvatori, formerly known as Total Audio in Chicago, did the sounds and music for Halo.
Marty O'Donnell accompanied Bungie to Washington state; Mike Salvatori retained the Total Audio name and remained in Chicago.
Halo's musical score is supposed to be dynamic, reacting to events within the context of the game world.
Because of the nature of Halo as an Xbox title (at least at first) beta testing has been held on the Microsoft campus in Washington state. There have in the past been solicitations for fans in the area to participate in such tests.
It is not now known whether or not there will be a public beta test for the Windows and Macintosh version of Halo, and if so when or what the requirements for participation would be.
Halo has been in development since around the end of Myth's development, during the winter of 1997. It proceeded through the development of Myth II, briefly interrupted by the final development phase of that game.
At the time of this update in October of 2001, Halo has been in development of some sort or another for nearly four years.
When development began, Halo was slated for a simultaneous release for the Windows and Macintosh platforms sometime in 2000.