Re: [hlcoders] Source Engine 2!!!
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!!!
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!!!
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
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
Re: [hlcoders] HD Counte Strike Source: RCON HACKER
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HD Counte Strike Source: RCON HACKER
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 ___ 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
Re: [hlcoders] HD Counte Strike Source: RCON HACKER
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: 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
Re: [hlcoders] Source Engine 2!!!
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!!!
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!!!
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