Half-Life 2:  Lost Coast

Half-Life 2:  Lost Coast (Windows)  2005

First cube mapping (allow the reflection cast by an object to correspond with the brightness of the light source, and lightmaps enable light bouncing and global illumination to be taken into account in the rendering), first refraction effects (make light account for the physical attributes of an object and to emulate the way light is reflected by water), advaved High-dynamic-range rendering (final version of Valve's high-dynamic-range technology adds a significant number of lighting effects to the engine, aimed at making the game appear more realistic), advanced bloom shading (blurring bright edges in the game world and emulating a camera's overexposure to light. For example, as the player exits a dark area into a light area, the new area is initially glaringly bright, but quickly darkens (some elements o thids techology appeared early in Call of duty (2003)

Half-Life 2:  Lost Coast
Original art

Gameplay video

1)The Fisherman is the first Source character whose face was made from scratch without a real-life model.

2) First High-dynamic-range rendering was in  Riven: The Sequel to Myst (1997).

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