Please enlighten me then, Marek.  Voxels can be better the smaller they are,
and in a few years will be better suited when we have more powerful
computers.  Many are still struggling to even play TF2 with their current
machines.  So yes, I'm retarded because I thought ahead of your small mind.

On Fri, Jun 18, 2010 at 2:06 PM, Adam Buckland <adamjbuckl...@gmail.com>wrote:

> That's the plan. He's hoping to do something similar to id tech 5's
> megatexture technology for geometry. It's called sparse voxel octree
> technology
>
> Basically(from what I understand), the idea is to make the voxels very
> very small to allow for high fidelity, but to only load the depth of
> the octree that could be seen at the current resolution, therefore
> allowing for incredibly detailed models, that only stream the small
> details if they could be seen at the current resolution. This is a big
> step up from LOD where the programmer basically has to guess where to
> swap the models out (and they need to be separate models)
>
> On 18 June 2010 18:42, Harry Jeffery <harry101jeff...@googlemail.com>
> wrote:
> > I believe John Carmack is hoping to use voxels in id Tech 6. That
> > engine's only 10 years away so who knows, this could be the future but
> > we wont find out until we get there.
> >
> > On 18 June 2010 17:26, Harry Pidcock <haz...@tpg.com.au> wrote:
> >> Ray traced polygon rendering is quite an expensive task on a CPU.
> >>
> >> But real time point cloud rendering can be done on it quite well.
> >>
> >> http://www.youtube.com/watch?v=Q-ATtrImCx4
> >>
> >> Yes its a bit cheesy, but that's because Bruce Dell doesn't have a
> marketing
> >> budget.
> >>
> >>
> >> This video is rendered in real time on a single core CPU, although it is
> >> only rendering at like 800x600,
> >> if the algorithm had some parallelism, maybe even have it developed for
> >> GPUs/hardware specialization. Then it would certainly be
> >> able to render large amounts of detail at a higher resolution.
> >>
> >> Although it doesn't have any advanced shading, it is still quite
> interesting
> >> to see such a complex static environment drawn with a single CPU thread.
> >>
> >> Of course there are huge computational and memory issues with bone
> >> animation, shading, transparency etc. So don't think you will see this
> in
> >> the next 5 - 10years.
> >>
> >> --------------------------------------------------
> >> From: "Jonathan Murphy" <nuclearfri...@gmail.com>
> >> Sent: Saturday, June 19, 2010 12:31 AM
> >> To: "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com>
> >> Subject: Re: [hlcoders] Source Engine 2!!!
> >>
> >>> Katrina, you might be interested in reading up on Real Time
> >>> Raytracing, which is an alternative to rasterisation (GPU) based
> >>> rendering and is/has been extensively researched and even implemented.
> >>>
> >>> http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)<http://en.m.wikipedia.org/wiki/Ray_tracing_%28graphics%29>
> >>> http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced
> >>>
> >>> At the moment though it seems GPUs are going to stay very mainstream.
> >>>
> >>> On Saturday, June 19, 2010, joshua simmons <simmons...@gmail.com>
> wrote:
> >>>> Oh yeah I understand. There is only very rudmentry 3d support, in no
> way
> >>>> capable of supporting any game. My point was more on the radical rate
> at
> >>>> which they are evolving in comparison. Even the purely reverse
> engineered
> >>>> open source NVIDIA driver is out doing the proprietary one in terms of
> >>>> 2d.
> >>>> Now I of course realise there is a big jump from that to capable 3d,
> but
> >>>> considering (iirc) amd have developers working on the open source
> driver,
> >>>> I
> >>>> see it as mainly a matter of time before it becomes a viable
> alternative.
> >>>>
> >>>> On 18 Jun 2010 22:01, "Bob Somers" <magicbob...@gmail.com> wrote:
> >>>>
> >>>> Katrina, I'm not giving lectures on computer graphics here. Google has
> >>>> all the information you asked for. If you'd like, I can also recommend
> >>>> some graphics textbooks which would clear things up. Also, saying a
> >>>> Linux system running on a 100 MHz machine is comparable to Windows
> >>>> running on a 2 GHz machine is a ridiculous overstatement. They are not
> >>>> that radically different. If you're so convinced you can make the
> >>>> words best software renderer, by all means go do it. I'm sure at the
> >>>> very least you can wave your SIGGRAPH paper in our faces when you're
> >>>> done.
> >>>>
> >>>> Josh, I'm not sure you can call it better Linux support if their 3D
> >>>> support is... well... really bad. They may have opened up their
> >>>> hardware spec so that the free drivers can get rolling (I have tried
> >>>> the new drivers in Fedora 13 and they are quite good so far), but the
> >>>> free drivers are at least a year behind their Windows counterpart in
> >>>> terms of supporting the full features of the cards. There is virtually
> >>>> zero shader support in the free drivers at this point. nVidia's
> >>>> drivers, on the other hand, may be proprietary, but at least you can
> >>>> get decent 3D performance out of the machine on a current distro. The
> >>>> proprietary ATI driver has decent support and performance, but it
> >>>> won't run on anything newer than Fedora 11. (Sorry if I keep
> >>>> referencing things in terms of Fedora versions, it's my distro of
> >>>> choice.)
> >>>>
> >>>> I'm all for free software, don't get me wrong. I would love for
> >>>> nothing more than to have free alternative drivers for ATI and nVidia
> >>>> cards, but if gaming is really going to be commercially viable on the
> >>>> Linux desktop it's the performance that matters. No publisher is going
> >>>> to bother trying to ship a game for Linux where the poor driver
> >>>> support is going to cause them support headaches all day long.
> >>>>
> >>>> --Bob
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>> On Fri, Jun 18, 2010 at 4:38 AM, joshua simmons <simmons...@gmail.com
> >
> >>>> wrote:
> >>>>> Actually to be h...
> >>>>
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> >>>
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> >>
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> >>
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>
> --
>
> Bucky
>
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