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... >>> >>>> >>> >>>>> 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