Re: [hlcoders] Source Engine 2!!!

2010-06-20 Thread kostiak
Maybe you mean http://unity3d.com/

On Sun, Jun 20, 2010 at 5:45 AM, Adam amckern McKern amck...@yahoo.comwrote:

 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.comwrote:
 
  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 

Re: [hlcoders] Source Engine 2!!!

2010-06-20 Thread Adam amckern McKern
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.comwrote:

 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.comwrote:
 
  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 

Re: [hlcoders] Source Engine 2!!!

2010-06-20 Thread Adam Buckland
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.comwrote:

 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.comwrote:
 
  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 

[hlcoders] HD Counte Strike Source: RCON HACKER

2010-06-20 Thread Juliano
http://www.youtube.com/watch?v=iNisvLqJAeM
Solution?

Att.
Juliano
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Re: [hlcoders] HD Counte Strike Source: RCON HACKER

2010-06-20 Thread Casey Doran
The solution doesn't involve spamming it on the hlcoders list...

On Sun, Jun 20, 2010 at 11:03 PM, Juliano mirando...@gmail.com wrote:

 http://www.youtube.com/watch?v=iNisvLqJAeM
 Solution?

 Att.
 Juliano
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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Re: [hlcoders] HD Counte Strike Source: RCON HACKER

2010-06-20 Thread Adam amckern McKern
I would recommend that servers should use a password policy like desktop users.


Owner Nigredo Studios http://www.nigredostudios.com

--- On Mon, 21/6/10, Juliano mirando...@gmail.com wrote:

From: Juliano mirando...@gmail.com
Subject: [hlcoders] HD Counte Strike Source: RCON HACKER
To: hlds_li...@list.valvesoftware.com, hlcoders@list.valvesoftware.com, 
h...@list.valvesoftware.com
Received: Monday, 21 June, 2010, 1:03 PM

http://www.youtube.com/watch?v=iNisvLqJAeM
Solution?

Att.
Juliano
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Re: [hlcoders] HD Counte Strike Source: RCON HACKER

2010-06-20 Thread AzuiSleet
I took a look at this video, it appears it's a rather primitive tool
to run net_stringcmd commands on a server before the full sign on is
complete (why did he have to launch the game?). Valve knows about this
but hasn't done anything about this yet. In particular it looks like
it runs the status command. There aren't any commands in the engine
that will give an attacker the RCON password even if they haven't
signed on, so it's likely an admin mod that doesn't do proper
validation, like assuming the command from the player came as the
console.

On Sun, Jun 20, 2010 at 9:03 PM, Juliano mirando...@gmail.com wrote:
 http://www.youtube.com/watch?v=iNisvLqJAeM
 Solution?

 Att.
 Juliano
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
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Re: [hlcoders] Source Engine 2!!!

2010-06-20 Thread Bob Somers
Same as Adam. The videos dumb it down too much. As far as I'm
concerned, it's vaporware until the SIGGRAPH paper.

--Bob





On Sun, Jun 20, 2010 at 2:38 AM, Adam Buckland adamjbuckl...@gmail.com wrote:
 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.comwrote:

 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.comwrote:
 
  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] 

Re: [hlcoders] Source Engine 2!!!

2010-06-20 Thread Michael Corsaro
As a user on FP pointed out, it also culls backfacing points so all advanced
shading is pointless, and shadows are impossible without re-rendering the
entire scene.

On Sun, Jun 20, 2010 at 11:56 PM, Bob Somers magicbob...@gmail.com wrote:

 Same as Adam. The videos dumb it down too much. As far as I'm
 concerned, it's vaporware until the SIGGRAPH paper.

 --Bob





 On Sun, Jun 20, 2010 at 2:38 AM, Adam Buckland adamjbuckl...@gmail.com
 wrote:
  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.comwrote:
 
  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.comwrote:
  
   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 

Re: [hlcoders] Source Engine 2!!!

2010-06-20 Thread Harry Pidcock
Unless you pre bake your entire scene with static radiosity lighting.

Then you only have to worry about dynamic scene elements.

--
From: Michael Corsaro corsa...@gmail.com
Sent: Monday, June 21, 2010 2:12 PM
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Engine 2!!!

 As a user on FP pointed out, it also culls backfacing points so all 
 advanced
 shading is pointless, and shadows are impossible without re-rendering the
 entire scene.

 On Sun, Jun 20, 2010 at 11:56 PM, Bob Somers magicbob...@gmail.com 
 wrote:

 Same as Adam. The videos dumb it down too much. As far as I'm
 concerned, it's vaporware until the SIGGRAPH paper.

 --Bob





 On Sun, Jun 20, 2010 at 2:38 AM, Adam Buckland adamjbuckl...@gmail.com
 wrote:
  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.comwrote:
 
  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.comwrote:
  
   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