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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>>>
>>>
>>> --
>>>
>>> Bucky
>>>
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