tei,

A very sensible post and ilustrating a different point of view. Enjoyable
and usefull
to read, as opsosed to some of the anterior postings on the subject which
only
demonstrated the utter ignorance of  some ppl. Thanks for your post.

Dan


----- Original Message -----
From: "tei" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 29, 2004 4:11 PM
Subject: Re: [hlcoders] re: false claim of real-time radiosity support in
Source Engine


>
> Hehehe...  My own Quake engine support "soft shadows", that its the
> "commercial name" for something to avoid hard shadows. But use painter
> tricks, not the ortodoxical mathematical calculus.
>
> Yea, artist often can "draw" something its still imposible. Because
> artist can "cheat" and this own art work, you cheat the eye. You dont
> draw a real snow, but a polygon en white color, or a dot.
>
> I think this
> "http://www.valvesoftware.com/sourcelicense/enginefeatures.htm"; its the
> work of pure genious even if tecnically its inferior than Doom3. Because
> the eyecandy its superior than doom3 eyecandy, the resulting effect its
> much better. Effects not only work at mathematical level, but on artistic
> psychological levels. I think Dan misunderstand Valve, or its valve that
> use not-perfect correct words.
>
> Notice 68% what you can read on that webpage ITS NOT a engine feature,
> but game features. This text its marketing text, NOT coders text. And ALL
> marketing text has errors, mistakes, etc... because,.. .helll.. Marketing
> people dont know nothing about coding. And coders dont know nothing about
> marketing, then the resulting text its a few broken for marketing people
> and coder people. I often write text with marketing people and ITS A
> PAIN. Its imposible to write a text that fit marketing needs, and coders
> needs. I think even use different dictionary, what I mean about textures
> its not what a marketing bot mean.
>
> Do you remenber Dilber on sales?
>
> Dan Partelly, have you ever write a text with marketing people?
>
> Hell.. LOOKS THE CODE:
>
> </font></span><span style="mso-bidi-font-size:10.0pt"><font
> size="2" face="verdana,arial,helvetica"
> color="#d8a248">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></span><span
> style="mso-bidi-font-size:9.0pt"><font size="2"
> face="verdana,arial,helvetica" color="#d8a248">.&nbsp;</font></span><span
> style="mso-bidi-font-size:8.0pt"><font size="2"
> face="verdana,arial,helvetica" color="#d8a248">Create world brushes<br>
> </font></span><span style="mso-bidi-font-size:10.0pt"><font
> size="2" face="verdana,arial,helvetica"
> color="#d8a248">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></span><span
> style="mso-bidi-font-size:9.0pt"><font size="2"
> face="verdana,arial,helvetica" color="#d8a248">.&nbsp;</font></span><span
> style="mso-bidi-font-size:8.0pt"><font size="2"
> face="verdana,arial,helvetica" color="#d8a248">Terrain editor<br>
>
>
> This crap has been written with Word!.. lol
>
>
>
>
>
> Bob Aman wrote:
> >>It *should be* painfully obvious to any student of computer graphics
technology
> >>that the claim is false.
> >>
> >>Why?
> >> [snip]
> >
> >
> > Unfortunately, you make one big assumption that is flawed because you
> > failed to take into account the possibility that Valve isn't worried
> > about modelling radiosity completely accurately.  You'd probably be
> > 100% correct if Valve was claiming to have fully accurate realtime
> > radiosity support.  However, they do not make this claim, and it seems
> > to me that given that there are articles out there on doing inaccurate
> > realtime radiosity, you're probably overreacting.
> >
> > For instance:
> > http://www.gamedev.net/reference/programming/features/rtradiosity/
> >
> > Amusingly enough, I found an article on ACM about doing realtime
> > radiosity as well, but it basically consisted of "throw lots of
> > hardware at the problem".
> > --
> > Bob Aman
> > http://www.rapidcanvas.com
> >
>
>
>
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