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One of the most impressive aspects of Source technology is its astoundingly realistic modeling of human faces and expressions. Valve leapt the Uncanny low carbohydrate recipes Valley in a single bound with Half-Life 2, because in this game the human characters low carbohydrate recipes look and emote like real people, eschewing the sepulchral death masks we've gotten used to in modern games. All of these computer-generated characters low carbohydrate recipes display an entire spectrum of facial responses, from the subtle to the obvious. Valve employed the Havok physics engine for Half-Life 2 rather than building physics into Source, and I think the move was a good one. Havok has some rough edges, but it's inexpensive and far easier to implement than a completely unique physical model. The nice thing about the physics engine here is that it represents "step two" of physics integration in games: ignoring Trespasser, Max Payne 2 was the first PC game we saw that had real physics.
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