I still take this "unlimited detail" company with a pinch of salt. I'll believe it when they publish a paper at SIGGRAPH and show a real-time working demo.
On 20 June 2010 08:18, Adam "amckern" McKern <amck...@yahoo.com> wrote: > 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 > > -- Bucky _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders