Wii?

On 18 June 2010 22:32, Harry Jeffery <harry101jeff...@googlemail.com> wrote:
> Platforms a source engine game (ported by valve themselves) run on:
> Windows, Mac OS X, Xbox 360, Playstation 3.
>
> I can only see one thing missing; linux.
>
> On 18 June 2010 22:13, Allan Button <abut...@netaccess.ca> wrote:
>> We are all missing a huge part of the picture here.
>>
>> Yes, driver support is bad in Linux. We can all agree on that. But there are 
>> people right now, I mean right this very second! Playing TF2 in 
>> Wine/Crossover. Meaning they already have done the work to get the drivers 
>> running on Linux. Would it not be better to support these players with a 
>> native build?
>>
>> I am a programmer, I have done coding for Linux, Windows and Mac. I think 
>> they should port over 1 game to Linux, see if anybody even uses it. Say HL2 
>> for example.
>>
>> They have Linux bins of SRCDS, so they already know how to bring an engine 
>> over, and they understand fully Linux networking and file system.
>>
>> My 2 cents. If nobody is interested in them, I'll take them back. Economic 
>> recession you know.
>>
>> Allan
>>
>> -----Original Message-----
>> From: hlcoders-boun...@list.valvesoftware.com 
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Justin Krenz
>> Sent: Friday, June 18, 2010 4:49 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Source Engine 2!!!
>>
>> I believe he was referring to your claim about voxels being the first thing 
>> used in 3d.  Vector graphics (lines/edges) were the first things used in 3d 
>> with games like Battlezone and Star Wars at the arcades..
>>
>> If you think voxels are so great, what did you think about Kevin Silverman's 
>> voxlap engine?  http://voxelstein3d.sourceforge.net/
>>
>> On Fri, Jun 18, 2010 at 2:23 PM, Joel R. <joelru...@gmail.com> wrote:
>>> 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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>>>>
>>>>
>>>> --
>>>>
>>>> Bucky
>>>>
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-- 

Bucky

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