Editing Halo 3 Engine

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{{Status|RealWorld}}
{{Era|RW}}
{{Quote|Some of the test screenshots look exactly like their concept paintings.|[[Bungie]]}}
{{Quote|Some of the test screenshots look exactly like their concept paintings.|[[Bungie]]}}
The '''''Halo 3'' Engine'''<ref name="igntrailer">[http://xbox360.ign.com/articles/706/706251p1.html '''E3 2k6''': ''Halo 3 Trailer Impressions'']</ref> is a game engine developed by [[Bungie|Bungie Studios]] and utilized in ''[[Halo 3]]'' and ''[[Halo 3: ODST]]''. Its unique features include advanced graphics technologies such as [[wikipedia:High Dynamic Range|high dynamic range]], global lighting and [[Wikipedia:Depth of field|depth of field]] effects within cutscenes.<ref>[http://www.1up.com/do/newsStory?cId=3158071 '''1 Up''': ''Bungie Says Halo 3 Graphics are Coming Together'']</ref>
The '''''Halo 3'' Engine'''<ref name="igntrailer">[http://xbox360.ign.com/articles/706/706251p1.html '''E3 2k6''': ''Halo 3 Trailer Impressions'']</ref> is a game engine developed by [[Bungie|Bungie Studios]] and utilized in ''[[Halo 3]]'' and ''[[Halo 3: ODST]]''. Its unique features include advanced graphics technologies such as [[wikipedia:High Dynamic Range|high dynamic range]], global lighting and [[Wikipedia:Depth of field|depth of field]] effects within cutscenes.<ref>[http://www.1up.com/do/newsStory?cId=3158071 '''1 Up''': ''Bungie Says Halo 3 Graphics are Coming Together'']</ref>
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Character models are elastic at some points, a trait that is clearly demonstrated by the [[Character stretch glitch|Character Stretch Glitch]]'s presence in the game. The elasticity helps to improve realism at slower speeds. Only some parts of a character's model are elastic; if you look closely at screenshots of the aforementioned glitch, you will find that the rigid parts of [[SPARTAN-II Program|Spartans']] and [[UNSC Marine Corps|Marines]]' armor do not stretch.
Character models are elastic at some points, a trait that is clearly demonstrated by the [[Character stretch glitch|Character Stretch Glitch]]'s presence in the game. The elasticity helps to improve realism at slower speeds. Only some parts of a character's model are elastic; if you look closely at screenshots of the aforementioned glitch, you will find that the rigid parts of [[SPARTAN-II Program|Spartans']] and [[UNSC Marine Corps|Marines]]' armor do not stretch.


The physics engine utilizes an optimization found in many video game physics engines: objects that remain at rest for several seconds are temporarily exempted from physics calculations (but not collision detection) until they are disturbed again; this is why [[Forge/Tricks#Floating Objects|floating]] [[Forge objects|Crates]] and [[Fusion coil|Fusion Coils]] can remain floating in the air until the round is restarted or the items are disturbed. An object is considered "disturbed" if it is moved, picked up (in Forge), or if something collides with it.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=h3forgeobjects '''Bungie.net''': ''Halo 3 How-to: Forge Object Editing'']: "''Objects are sensitive things, and consider themselves disturbed if they are moved, picked up, or destroyed.''"</ref> The optimization is likely based on the premise that an object that isn't moving now isn't likely to move in the near future unless something moves it or it moves on its own.
The physics engine utilizes an optimization found in many video game physics engines: objects that remain at rest for several seconds are temporarily exempted from physics calculations (but not collision detection) until they are disturbed again; this is why [[Forge/Tricks#Floating Objects|floating]] [[Forge objects|Crates]] and [[Fusion core|Fusion Coils]] can remain floating in the air until the round is restarted or the items are disturbed. An object is considered "disturbed" if it is moved, picked up (in Forge), or if something collides with it.<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&link=h3forgeobjects '''Bungie.net''': ''Halo 3 How-to: Forge Object Editing'']: "''Objects are sensitive things, and consider themselves disturbed if they are moved, picked up, or destroyed.''"</ref> The optimization is likely based on the premise that an object that isn't moving now isn't likely to move in the near future unless something moves it or it moves on its own.


==Rendering technologies==
==Rendering technologies==

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