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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