Yeah Unity 3d But point mapping is still a rather good idea
-------- Owner Nigredo Studios http://www.nigredostudios.com --- On Sun, 20/6/10, kostiak <kkapl...@gmail.com> wrote: From: kostiak <kkapl...@gmail.com> Subject: Re: [hlcoders] Source Engine 2!!! To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com> Received: Sunday, 20 June, 2010, 4:36 PM Maybe you mean http://unity3d.com/ On Sun, Jun 20, 2010 at 5:45 AM, Adam "amckern" McKern <amck...@yahoo.com>wrote: > I have seen that type of engine used before with a mac demo engine - > nothing new - it was called something like Infinity 3d - all i can find on > the web is some Russian flash game engine. > > -------- > Owner Nigredo Studios http://www.nigredostudios.com > > --- On Sun, 20/6/10, Christopher Harris <char...@resrchnet.com> wrote: > > From: Christopher Harris <char...@resrchnet.com> > Subject: Re: [hlcoders] Source Engine 2!!! > To: "'Discussion of Half-Life Programming'" < > hlcoders@list.valvesoftware.com> > Received: Sunday, 20 June, 2010, 12:33 PM > > http://www.youtube.com/watch?v=eXJUGLiZkV0 > http://unlimiteddetailtechnology.com/pictures.html > > There is also possibility to render point cloud data instead. This company > has an algorithm to select points to renders so that you have a 1 to 1 > point > to pixel ratio. > > Chris > > -----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... > >> >>>> > >> >>>>> To unsubscribe, edit your list preferences, or view the list > >> archives, > >> >>>> please visit: > >> >>>>> http://list... > >> >>>> _______________________________________________ > >> >>>> To unsubscribe, edit your list preferences, or view the list > archives, > >> >>>> please visit: > >> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> >>>> > >> >>>> > >> >>> > >> >>> _______________________________________________ > >> >>> To unsubscribe, edit your list preferences, or view the list > archives, > >> >>> please visit: > >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> >>> > >> >>> > >> >> > >> >> > >> >> > >> >>> > >> >>> No virus found in this incoming message. > >> >>> Checked by AVG - www.avg.com > >> >>> Version: 9.0.829 / Virus Database: 271.1.1/2945 - Release Date: > >> 06/18/10 > >> >>> 04:35:00 > >> >>> > >> >> > >> >> _______________________________________________ > >> >> To unsubscribe, edit your list preferences, or view the list > archives, > >> please visit: > >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> >> > >> >> > >> > > >> > _______________________________________________ > >> > To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > > >> > > >> > >> > >> > >> -- > >> > >> Bucky > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders