Re: [hlcoders] Source Engine 2!!!
That new donkey kong game looks pretty sweet! ~Ryan On Jun 21, 2010, at 7:23 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Whole minithread got started by someone whining about Valve's GI solution (very traditional one). I dunno--my understanding was that this whole mini-thread started via mentioning lack of support for linux. Somebody suggested a single crazy solution the if it worked, would work to get people more interested on porting those more traditional solutions to Linux. Something weird about demonstrating how much more overhead there is on Linux, via attempting of a self-admittedly extreme demo sort of thing. I mean--the point of the solution was merely to demonstrate how little overhead Linux has, in comparison to Windows. People just somehow came to some rather puzzling conclusions about what this person was saying--seeming to miss the entire point. But nobody on this thread can really be bothered to read more than a few sentences or words on some subject before coming to needless conclusions of it. Your need to explain subvoxels kind of demonstrates this too, BTW. ~Katrina ___ 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!!!
Ewww. Ew ew ew! Thanks, - Saul. On 21 June 2010 05:38, Harry Pidcock haz...@tpg.com.au wrote: 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
Re: [hlcoders] Source Engine 2!!!
I would hope not, pre baking is great for some things like maybe an ambient pass. Valve do a good job with rad but it's not as much fun. ~Ryan On Jun 21, 2010, at 9:28 AM, Saul Rennison saul.renni...@gmail.com wrote: Ewww. Ew ew ew! Thanks, - Saul. On 21 June 2010 05:38, Harry Pidcock haz...@tpg.com.au wrote: 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
Re: [hlcoders] Source Engine 2!!!
I just read too many posts that didn't make sense in a row. What Carmack successfully implemented is a sparse octree. Whole world (domain) is one big voxel. It is subdivided into 8 smaller voxels. Every voxel has a color. Some subvoxels can be simply empty or share parent's properties. Let's say that we have a quadtree (for simplicity) like: 127 | 0 --- 0 | 0 We save color 0 for parent voxel. In its contents we only store information about subvoxels different than parent (top-left one with 127). When we render we check if our ray intersects the domain (start voxel). If it does we check if voxel has children. If it does we check which child intersects with the ray. We recursively repeat the process until there are no children. We found color for our view ray. Whole thing happens on graphics card and is fast. The trick is not to use a regular octree but a sparse one. In Id Rage 5 they still use triangles for models. They had a presentation on gdc 09 or 10 about all implementation issues related to their new technology. The biggest payoff of this technique is that artist cannot screw things up. He just modifies voxels by subdividing existing ones or changing their color (or other properties). If a user has low memory on his graphics card it will simply use rougher (bigger) voxels. It helps with streaming geometry too. Whole minithread got started by someone whining about Valve's GI solution (very traditional one). Sparse octree doesn't have much to do with how you light your scene. Crytek's cascaded light propagation volumes are interesting and are GI solution. But it only approximates 1st bounce of lighting. Voxelstein doesn't seem to use graphics card. TF2 simply has quite expensive shaders for old graphics cards. On Fri, Jun 18, 2010 at 9:23 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
Re: [hlcoders] Source Engine 2!!!
E3 2010 Rage demo shows smooth rendering (60 Hz) on 360. (which has 512 shared RAM and VRAM and quite old graphics chip if you compare it to DX11 cards) On Fri, Jun 18, 2010 at 9:38 PM, ZuM eduardo...@gmail.com wrote: Hey guys, let`s not start with any flames please, the discussion was nice and long without anyone making any type of insults to another ones :). Does anyone remember when Carmack said it was going to be release? Because in my opinion this possibility is going to require a hell of a computer to render even simple scenes, so i don`t know when this type of rendering would be capable to be used in a game. ___ 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!!!
Whole minithread got started by someone whining about Valve's GI solution (very traditional one). I dunno--my understanding was that this whole mini-thread started via mentioning lack of support for linux. Somebody suggested a single crazy solution the if it worked, would work to get people more interested on porting those more traditional solutions to Linux. Something weird about demonstrating how much more overhead there is on Linux, via attempting of a self-admittedly extreme demo sort of thing. I mean--the point of the solution was merely to demonstrate how little overhead Linux has, in comparison to Windows. People just somehow came to some rather puzzling conclusions about what this person was saying--seeming to miss the entire point. But nobody on this thread can really be bothered to read more than a few sentences or words on some subject before coming to needless conclusions of it. Your need to explain subvoxels kind of demonstrates this too, BTW. ~Katrina ___ 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!!!
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
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
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
Re: [hlcoders] Source Engine 2!!!
The forking stuff is actually great, if you have machines setup properly for it. Have a xenserver cluster running, and with the forking can run about 64 servers accross the vm's. it's nice. -Tony On Sat, Jun 19, 2010 at 8:53 AM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Meh--I dunno, the big issue with porting to Linux is from what I have seen on the hlds list, Valve really has no idea what to do with Linux. (GAH!? WHY DOES THE SERVER FORK?! I mean, most other servers on Linux have not required forking for about a decade now... never mind that general purpose benchmarks get about 0.9 load for a thread, in comparison to something insanely high like 300.0 for forking) ___ 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!!!
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 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
Re: [hlcoders] Source Engine 2!!!
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 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
Re: [hlcoders] Source Engine 2!!!
The idea of GPU is a method to take load off o the main CPU, to put it onto another processor that has the only purpose of processing the graphics you are doing. A form of delegating between multiple chips, as I understood it. This way, you have one chip working specifically on the graphics, and the other doing everything else. And you are right---a software render cannot compete with a GPU on an even field. You missed the point where Linux does not take up as much system resources, typically, as the latest versions of Windows does. The idea being, to get a software renderer on Linux, to work on the same level as a hardware renderer on Windows. Like I said, you can typically get Linux, to run in a GBA... you cannot fit anything else into there (maybe pong, I guess?). A GBA typically clocks in at about 67.5MHz IIRC, with next to no RAM. Windows 7, kind of requires 1GiB at a minimum for RAM, and you are going to need at least 1 or 2 GHz to get it running. My idea, again, in case you missed it, was to try to take up this saved overhead, use it for software rendering, to make it comparable to the hardware rendering on Windows. The idea being: If you can get that kind of comparable speed on Linux with Software Rendering... this would make graphics card companies more inclined to make drivers for Linux--as this shows how much more resources you can fit games into. I mean, no idea how this point was lost, when what started this train of thought was that Nvidia and ATI had issues supporting Linux with their drivers. The software rendering engine would never be more than used as a form of insane PoC idea. Or at least, never commercially. It would be a demo, that would be aimed at getting the attention of hardware driver developers to target linux for these drivers. A publicity stunt was what I was suggesting. ~Katrina On Tuesday, June 15, 2010 02:45:33 pm Adam Buckland wrote: I was under the impression that the whole point of building GPUs in the first place was because it was impossible to build a software renderer of comparable speed :P On 15 June 2010 20:39, Bob Somers magicbob...@gmail.com wrote: Trying to make a software renderer compete with a dedicated GPU is kind of, uh, an exercise in futility. --Bob On Mon, Jun 14, 2010 at 11:20 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well, considering how crazy this idea is... that is likely all I would be having with it... Regardless of whether or not it works. This is like Joker from Batman type crazy here... So, yeah, I will X3 The issue is I have too much other crap on my plate right now--however, I am certain there are other crazy people on this mailing list who have the time for this suggestion. On Tuesday, June 15, 2010 12:14:42 am Bob Somers wrote: Uh, have fun with that. --Bob On Mon, Jun 14, 2010 at 8:20 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: This also adds a rather odd burden here, that allows Linux to get a better standing for gaming. It is not that unknown that without mixing, Linux generally does not require anywhere near as much over head to run as windows. The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better if you really did only have 256MiB of RAM (well if you were using a DE... and not a slimmed down WM with only a few programs loaded into it) You can do just fine win 1GiB of RAM. Linux also, as an OS can run on some old Intel boards--that running an OS on would other wise be insane today. a Pentium 1 can still get (some) use with Linux. Not enough to really be noteworthy as a desktop PC... but, this is a lot less than the least you will get Windows 7 onto. So we have a nice toss up here: 1: Linux requires Software Rendering in place. IE: how rendering was done, before we got silly things like TNT and Voodoo on the market. 2: Linux requires significantly less overhead to run, as far as OS goes. If we can get it so that we can show Steam running on Linux, using mostly Software Rendering, and getting it to run as fast as the same game on Windows, on comparable hardware... This will definitely sell Linux as an OS... Which in turn will get various Graphics Card makers on board to add their support. You know--I kind of want to see somebody work on that goal then. I am almost ready to dig up some old books that go over the theory of 3d programming, just to pull make a software rendering engine for this idea. On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote: Yes, 3D drivers are definitely quite lacking on the GNU/Linux front, but if Valve shows support for the development of these drivers, this may prompt certain GPU manufacturers to step up their GNU/Linux driver
Re: [hlcoders] Source Engine 2!!!
You will never get any speed out of a software renderer, and using Linux won't change that. I don't think you quite understand the fundamental differences between CPU architecture and a massively parallel gpu architecture. On 18 Jun 2010 18:41, Katrina Payne fullmetalhar...@nimhlabs.com wrote: The idea of GPU is a method to take load off o the main CPU, to put it onto another processor that has the only purpose of processing the graphics you are doing. A form of delegating between multiple chips, as I understood it. This way, you have one chip working specifically on the graphics, and the other doing everything else. And you are right---a software render cannot compete with a GPU on an even field. You missed the point where Linux does not take up as much system resources, typically, as the latest versions of Windows does. The idea being, to get a software renderer on Linux, to work on the same level as a hardware renderer on Windows. Like I said, you can typically get Linux, to run in a GBA... you cannot fit anything else into there (maybe pong, I guess?). A GBA typically clocks in at about 67.5MHz IIRC, with next to no RAM. Windows 7, kind of requires 1GiB at a minimum for RAM, and you are going to need at least 1 or 2 GHz to get it running. My idea, again, in case you missed it, was to try to take up this saved overhead, use it for software rendering, to make it comparable to the hardware rendering on Windows. The idea being: If you can get that kind of comparable speed on Linux with Software Rendering... this would make graphics card companies more inclined to make drivers for Linux--as this shows how much more resources you can fit games into. I mean, no idea how this point was lost, when what started this train of thought was that Nvidia and ATI had issues supporting Linux with their drivers. The software rendering engine would never be more than used as a form of insane PoC idea. Or at least, never commercially. It would be a demo, that would be aimed at getting the attention of hardware driver developers to target linux for these drivers. A publicity stunt was what I was suggesting. ~Katrina On Tuesday, June 15, 2010 02:45:33 pm Adam Buckland wrote: I was under the impression that the wh... ___ 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!!!
Yeah, no offense, but I don't think you fully understand the differences between the CPU/GPU. The fact that you can get Linux running on a lower powered machine doesn't mean much when it comes to raw graphics horsepower. These resource savings are almost entirely on the CPU/RAM side. A software renderer would run just as poorly on a Linux machine as a Windows machine because a CPU is not designed for graphics processing, it's designed for serial, general purpose computing. The hardware graphics pipeline gets you matrix/vector computations, per-vertex lighting, view projection transformations, clipping and culling, scan conversion, texture lookups, and in modern hardware, vertex and fragment shader engines and geometry tessellation, all massively parallel in hardware. Even a low-range GPU can crank through graphics operations like a hot knife through butter compared to a high-range CPU. It's not a matter of having extra resources. The point is that those extra resources won't get you very far compared to a hardware graphics pipeline, because they're not specialized. Modern CPUs run best when context switching is kept to a minimum, because they have huge cores that offer a lot of general purpose functionality. GPUs have (nowadays) hundreds of small, highly-specialized cores designed specifically for the operations in the graphics pipeline. There's not a whole lot consumers can do to get ATI to up their game on their Linux drivers, other than contact them and complain about driver support. Honestly the best thing that could happen right now to level the playing field is to have a major game publisher (anybody at Valve reading this? :D) announce Linux support, preferably with a runs best on nVidia because their Linux drivers don't suck campaign. Big companies like ATI don't respond to something until it bites them in their pocketbook. --Bob On Fri, Jun 18, 2010 at 1:48 AM, joshua simmons simmons...@gmail.com wrote: You will never get any speed out of a software renderer, and using Linux won't change that. I don't think you quite understand the fundamental differences between CPU architecture and a massively parallel gpu architecture. On 18 Jun 2010 18:41, Katrina Payne fullmetalhar...@nimhlabs.com wrote: The idea of GPU is a method to take load off o the main CPU, to put it onto another processor that has the only purpose of processing the graphics you are doing. A form of delegating between multiple chips, as I understood it. This way, you have one chip working specifically on the graphics, and the other doing everything else. And you are right---a software render cannot compete with a GPU on an even field. You missed the point where Linux does not take up as much system resources, typically, as the latest versions of Windows does. The idea being, to get a software renderer on Linux, to work on the same level as a hardware renderer on Windows. Like I said, you can typically get Linux, to run in a GBA... you cannot fit anything else into there (maybe pong, I guess?). A GBA typically clocks in at about 67.5MHz IIRC, with next to no RAM. Windows 7, kind of requires 1GiB at a minimum for RAM, and you are going to need at least 1 or 2 GHz to get it running. My idea, again, in case you missed it, was to try to take up this saved overhead, use it for software rendering, to make it comparable to the hardware rendering on Windows. The idea being: If you can get that kind of comparable speed on Linux with Software Rendering... this would make graphics card companies more inclined to make drivers for Linux--as this shows how much more resources you can fit games into. I mean, no idea how this point was lost, when what started this train of thought was that Nvidia and ATI had issues supporting Linux with their drivers. The software rendering engine would never be more than used as a form of insane PoC idea. Or at least, never commercially. It would be a demo, that would be aimed at getting the attention of hardware driver developers to target linux for these drivers. A publicity stunt was what I was suggesting. ~Katrina On Tuesday, June 15, 2010 02:45:33 pm Adam Buckland wrote: I was under the impression that the wh... ___ 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!!!
Right--we will just go with the idea that I do not understand the architectural difference here. As well, I really did not understand it as being any more significant than a CPU vs a FPU--or something like that really. Even then, typically, there are ways to emulate floating point operations without a FPU, or in the case of some early Pentiums, a faulty FPU. Yes, you do lose some speed, but... well, I dunno, when one platform only really requires 100MHz for a decent running speed... and the other requires 2GHz... I really have to wonder what exactly these insanely different fundamental differences are. How about this, any terms I can Google that will give me any way to learn more about these really large differences you speak of? I mean unless these graphics cards have some phenomenon bios that contains most of the functions for drawing primitives, I really cannot confess to knowing what you are talking about here. So, I will request some Google search terms, here. I mean, we should be able to have remarkably large amount of room to play with in the cycles for doing what we want software wise. I mean--yeah... Going to have to ask to explain these fundamental differences--or point to place that can. As under my understanding, all a chip, be it CPU, FPU or GPU could do was load, store, do stuff with the registers it has, and possibly a few simple operations based on the data in the registers, or data being pointed to in the arguments. So, yeah going to have to ask for a link on what exactly these differences are (or at least some decent keywords)--as my current comprehension of how hardware itself works does not allow for having any clue what you are talking about here. Especially when, you are saying that an OS that only really requires 100MHz for base running, when having this software rendering, cannot compete with an OS that requires 2GHz of CPU with a GPU. I mean--this is kind of hellova wack right here. Especially when my suggestion was that, apart from the GPU, the hardware this was being tested on would be at a similar level. That is, the OS with the lower overhead, running on a current platform setup, as is the OS with the higher overhead. Just the higher overhead has the GPU. Yeah... please, you guys are making no sense here. At this point, you are talking about a fundamental difference that I cannot fathom even really exists in any of my understanding how how computer hardware works or even evolved over the decades. You may as well be chiding me for not understanding the 96 Hour Day or something at this point. So, again, I ask for your Axioms. ~Katrina On Friday, June 18, 2010 02:48:00 am joshua simmons wrote: You will never get any speed out of a software renderer, and using Linux won't change that. I don't think you quite understand the fundamental differences between CPU architecture and a massively parallel gpu architecture. On 18 Jun 2010 18:41, Katrina Payne fullmetalhar...@nimhlabs.com wrote: The idea of GPU is a method to take load off o the main CPU, to put it onto another processor that has the only purpose of processing the graphics you are doing. A form of delegating between multiple chips, as I understood it. This way, you have one chip working specifically on the graphics, and the other doing everything else. And you are right---a software render cannot compete with a GPU on an even field. You missed the point where Linux does not take up as much system resources, typically, as the latest versions of Windows does. The idea being, to get a software renderer on Linux, to work on the same level as a hardware renderer on Windows. Like I said, you can typically get Linux, to run in a GBA... you cannot fit anything else into there (maybe pong, I guess?). A GBA typically clocks in at about 67.5MHz IIRC, with next to no RAM. Windows 7, kind of requires 1GiB at a minimum for RAM, and you are going to need at least 1 or 2 GHz to get it running. My idea, again, in case you missed it, was to try to take up this saved overhead, use it for software rendering, to make it comparable to the hardware rendering on Windows. The idea being: If you can get that kind of comparable speed on Linux with Software Rendering... this would make graphics card companies more inclined to make drivers for Linux--as this shows how much more resources you can fit games into. I mean, no idea how this point was lost, when what started this train of thought was that Nvidia and ATI had issues supporting Linux with their drivers. The software rendering engine would never be more than used as a form of insane PoC idea. Or at least, never commercially. It would be a demo, that would be aimed at getting the attention of hardware driver developers to target linux for these drivers. A publicity stunt was what I was suggesting. ~Katrina On Tuesday, June 15, 2010 02:45:33 pm Adam Buckland wrote: I was
Re: [hlcoders] Source Engine 2!!!
Reply follows inline On Friday, June 18, 2010 04:40:24 am Bob Somers wrote: Yeah, no offense, but I don't think you fully understand the differences between the CPU/GPU. Yeah, I do not think I do either. The fact that you can get Linux running on a lower powered machine doesn't mean much when it comes to raw graphics horsepower. These resource savings are almost entirely on the CPU/RAM side. A software renderer would run just as poorly on a Linux machine as a Windows machine because a CPU is not designed for graphics processing, it's designed for serial, general purpose computing. Yes, I know. However, it never gets used for such regardless. All serial general purpose computing comes down to is adding numbers together, subtracting them, dividing, multiplying (sometimes), dividing (sometimes), modulus (sometimes) and popping and pushing them from memory. Typically other hardware reads what is in this memory, and will do a direct thoughtless production of this. For example, on some simple console systems, all the display will do, is read from a certain spot of memory and follow what is in there, for displaying tiles on the screen, or try to deal with various OAM/sprite values to post onto the screen. All the CPU does is put that data there--and the hardware does what it wants with it--typically without questions. The hardware graphics pipeline gets you matrix/vector computations, per-vertex lighting, view projection transformations, clipping and culling, scan conversion, texture lookups, and in modern hardware, vertex and fragment shader engines and geometry tessellation, all massively parallel in hardware. Even a low-range GPU can crank through graphics operations like a hot knife through butter compared to a high-range CPU. Right... okay... I hear that it does this... But how. How does the GPU do this in a way that the CPU cannot? Are there special opcodes that do these actions. I mean, the idea of a texture lookup op code seems kind of silly to me. What is it, that the GPU does, to do this--that makes it better. It is nice you say this as a summary--but... what are the insides of the beast? It's not a matter of having extra resources. The point is that those extra resources won't get you very far compared to a hardware graphics pipeline, because they're not specialized. Modern CPUs run best when context switching is kept to a minimum, because they have huge cores that offer a lot of general purpose functionality. GPUs have (nowadays) hundreds of small, highly-specialized cores designed specifically for the operations in the graphics pipeline. Except, I figured that they both were just large amounts of transistors grouped closer together in a certain way. Just to an insanely clustered amount. So, you are suggesting that a GPU is not so much a Processing Unit, in comparison to some form of Midi or other Sound Output device? I mean, the abstract is really nice and all... but that is all it is, an abstract that you are using to argue that a GPU can handle stuff a CPU cannot. Please, I am going to ask for the various specifics on this matter. As until then, I am still going to have no what you are talking about... And likely will start going glassy eyed in much the same way a scientist would when you say something is Magic. This is a very nice abstract on this... But... it tells me nothing on the exact differences in the engine here. It just says, they are there--and really, I am not certain I can believe that at face value really. No offense to you particularly, but I have had some fools try to get me to trust that stuff. Usually upon investigation, I learned they were the biggest handitards on the planet. Now, since you are right, and likely, this may take more than an email that this mailing list can take, perhaps, link me to a white paper somewhere? Or something on the matter. As until you do, your explaination may as well be a verbose variant of: Q: What is the fundamental difference between a GPU and CPU A: Magic. There's not a whole lot consumers can do to get ATI to up their game on their Linux drivers, other than contact them and complain about driver support. Honestly the best thing that could happen right now to level the playing field is to have a major game publisher (anybody at Valve reading this? :D) announce Linux support, preferably with a runs best on nVidia because their Linux drivers don't suck campaign. Big companies like ATI don't respond to something until it bites them in their pocketbook. --Bob That is another method--but I am not certain it will happen. It would be nice though. On Fri, Jun 18, 2010 at 1:48 AM, joshua simmons simmons...@gmail.com wrote: You will never get any speed out of a software renderer, and using Linux won't change that. I don't think you quite understand the fundamental differences between CPU architecture and a massively parallel gpu architecture. On 18 Jun
Re: [hlcoders] Source Engine 2!!!
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 honest ATI have vastly better Linux support, it just does not extend to 3d yet. Since they opened the specs for their hardware, and now support the open source driver, it is making leaps forward. This is in stark contrast to NVIDIA's totally closed development. I mean NVIDIA don't even support kms because the kernel exports for it are gpl only. On 18 Jun 2010 20:43, Bob Somers magicbob...@gmail.com wrote: Yeah, no offense, but I don't think you fully understand the differences between the CPU/GPU. The fact that you can get Linux running on a lower powered machine doesn't mean much when it comes to raw graphics horsepower. These resource savings are almost entirely on the CPU/RAM side. A software renderer would run just as poorly on a Linux machine as a Windows machine because a CPU is not designed for graphics processing, it's designed for serial, general purpose computing. The hardware graphics pipeline gets you matrix/vector computations, per-vertex lighting, view projection transformations, clipping and culling, scan conversion, texture lookups, and in modern hardware, vertex and fragment shader engines and geometry tessellation, all massively parallel in hardware. Even a low-range GPU can crank through graphics operations like a hot knife through butter compared to a high-range CPU. It's not a matter of having extra resources. The point is that those extra resources won't get you very far compared to a hardware graphics pipeline, because they're not specialized. Modern CPUs run best when context switching is kept to a minimum, because they have huge cores that offer a lot of general purpose functionality. GPUs have (nowadays) hundreds of small, highly-specialized cores designed specifically for the operations in the graphics pipeline. There's not a whole lot consumers can do to get ATI to up their game on their Linux drivers, other than contact them and complain about driver support. Honestly the best thing that could happen right now to level the playing field is to have a major game publisher (anybody at Valve reading this? :D) announce Linux support, preferably with a runs best on nVidia because their Linux drivers don't suck campaign. Big companies like ATI don't respond to something until it bites them in their pocketbook. --Bob On Fri, Jun 18, 2010 at 1:48 AM, joshua simmons simmons...@gmail.com wrote: You will never... ___ To unsubscribe, edit your list preferences, or v... ___ 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!!!
That is good, I never asked for a lecture anywhere. If anything, I asked for some terms I could use in Google. A mantra or some such concept I guess. I also asked for text books and white papers. No where did I ask for a lecture. I even flat out stated many times that what you were to explain would be too long for an email to fit, so the idea that I would be asking for a lecture is ludicrous. Now then, rather than saying this obvious statement, how about you just tell me some google search mantra to use (as really, my mind is blank for any keywords I could use that would get me anything meaningful), a set of text books, or maybe a white paper? I do not appreciate feeling like I am being talked down to. It is also statements like this below, that make me think you are disregarding my suggestions, as, if you were not disregarding them, you would have just gave those text book titles, or some keywords to search with, or at the very least a basic white paper. Had it been some standard of programming, I could attack ISO, RFC, Working Draft, Recommendation, Best Practices, Primer or Howto to something like GPU. In this case, I do not expect any of those to work. Now then, please, stop talking to me like a fool, and blantantly disregarding stuff I have asked for, and brushing me off as somebody expecting a lecture over a mailing list--or some such retarded notion you have gotten into what I am asking for here. Thank you ~Katrina On Friday, June 18, 2010 05:58:37 am Bob Somers 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 ___ 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!!!
Hi, The major differences are that while a CPU has one processing core (or today, two processing core), any older GPU has quite a lot of processing units that run at a very low speed but are specialized in certain areas, this way the load is really divided. Also just a comment, several labs are starting to use GPU to do MAJOR calculations specially because of their high paralel processing oportunity. And for instance Shader calculation is a very expensive method, but for instance most of the more modern cards have several shader processing units in which their architecture and also their basic functionality are optimized to do this shader calculation that would make a CPU cry. The major differences Katrina between the two is that a CPU is a generic processing unit, which contain a lot of commands and functionalities, while a GPU contains quite a lot of VERY specialized processing cores. This differences is what makes it be really faster than using Software rendering, specially since some with Software rendering you would need to emulate some features that are basic nowadays with the GPUs, and do so much calculations in a serial way, while trying to maintain a decent 3d output. So again i say, the most important feature of the GPUs is their paralel programming. 2010/6/18 Katrina Payne fullmetalhar...@nimhlabs.com That is good, I never asked for a lecture anywhere. If anything, I asked for some terms I could use in Google. A mantra or some such concept I guess. I also asked for text books and white papers. No where did I ask for a lecture. I even flat out stated many times that what you were to explain would be too long for an email to fit, so the idea that I would be asking for a lecture is ludicrous. Now then, rather than saying this obvious statement, how about you just tell me some google search mantra to use (as really, my mind is blank for any keywords I could use that would get me anything meaningful), a set of text books, or maybe a white paper? I do not appreciate feeling like I am being talked down to. It is also statements like this below, that make me think you are disregarding my suggestions, as, if you were not disregarding them, you would have just gave those text book titles, or some keywords to search with, or at the very least a basic white paper. Had it been some standard of programming, I could attack ISO, RFC, Working Draft, Recommendation, Best Practices, Primer or Howto to something like GPU. In this case, I do not expect any of those to work. Now then, please, stop talking to me like a fool, and blantantly disregarding stuff I have asked for, and brushing me off as somebody expecting a lecture over a mailing list--or some such retarded notion you have gotten into what I am asking for here. Thank you ~Katrina On Friday, June 18, 2010 05:58:37 am Bob Somers 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 ___ 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!!!
Thanks ZuM I apologise, I may have been misinterpreting the TLA, of GPU to mean Graphics Processing Unit... I guess I must be interpreting it wrong, as what you described was a cluster, not a unit. Though, this is not the first time a hardware or software term was fairly misleading. Thank you, as now I understand it is not a unit, but a cluster of units. Sorry for the issues, I may have caused in my misinterpretation of what the TLA indicated. Back to your regularly scheduled mailing list. ~Katrina On Friday, June 18, 2010 06:25:03 am ZuM wrote: Hi, The major differences are that while a CPU has one processing core (or today, two processing core), any older GPU has quite a lot of processing units that run at a very low speed but are specialized in certain areas, this way the load is really divided. Also just a comment, several labs are starting to use GPU to do MAJOR calculations specially because of their high paralel processing oportunity. And for instance Shader calculation is a very expensive method, but for instance most of the more modern cards have several shader processing units in which their architecture and also their basic functionality are optimized to do this shader calculation that would make a CPU cry. The major differences Katrina between the two is that a CPU is a generic processing unit, which contain a lot of commands and functionalities, while a GPU contains quite a lot of VERY specialized processing cores. This differences is what makes it be really faster than using Software rendering, specially since some with Software rendering you would need to emulate some features that are basic nowadays with the GPUs, and do so much calculations in a serial way, while trying to maintain a decent 3d output. So again i say, the most important feature of the GPUs is their paralel programming. 2010/6/18 Katrina Payne fullmetalhar...@nimhlabs.com That is good, I never asked for a lecture anywhere. If anything, I asked for some terms I could use in Google. A mantra or some such concept I guess. I also asked for text books and white papers. No where did I ask for a lecture. I even flat out stated many times that what you were to explain would be too long for an email to fit, so the idea that I would be asking for a lecture is ludicrous. Now then, rather than saying this obvious statement, how about you just tell me some google search mantra to use (as really, my mind is blank for any keywords I could use that would get me anything meaningful), a set of text books, or maybe a white paper? I do not appreciate feeling like I am being talked down to. It is also statements like this below, that make me think you are disregarding my suggestions, as, if you were not disregarding them, you would have just gave those text book titles, or some keywords to search with, or at the very least a basic white paper. Had it been some standard of programming, I could attack ISO, RFC, Working Draft, Recommendation, Best Practices, Primer or Howto to something like GPU. In this case, I do not expect any of those to work. Now then, please, stop talking to me like a fool, and blantantly disregarding stuff I have asked for, and brushing me off as somebody expecting a lecture over a mailing list--or some such retarded notion you have gotten into what I am asking for here. Thank you ~Katrina On Friday, June 18, 2010 05:58:37 am Bob Somers 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 ___ 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!!!
The concept is the same of a cluster, but it is in a single processing unit. A cluster requires several processing units, this is the main difference (or else we cound consider an I7 a cluster, but anyway). This is all i know how to explain, but basically the GPU is specialized in several areas where a normal CPU isn`t and would suffer to emulate. Also the calculation of vector and matrix operations (which are the most common in Graphics) are really faster because of, again, the speciallized architecture for this. I don`t have a link to any white paper that i can remember right now, but please have a look at this link of wikipedia, that may help you understand a little more about GPUs and then you`ll clearly see the reason why it`s almost impossible to emulate through software at a decent speed. http://en.wikipedia.org/wiki/Graphics_processing_unit 2010/6/18 Katrina Payne fullmetalhar...@nimhlabs.com Thanks ZuM I apologise, I may have been misinterpreting the TLA, of GPU to mean Graphics Processing Unit... I guess I must be interpreting it wrong, as what you described was a cluster, not a unit. Though, this is not the first time a hardware or software term was fairly misleading. Thank you, as now I understand it is not a unit, but a cluster of units. Sorry for the issues, I may have caused in my misinterpretation of what the TLA indicated. Back to your regularly scheduled mailing list. ~Katrina On Friday, June 18, 2010 06:25:03 am ZuM wrote: Hi, The major differences are that while a CPU has one processing core (or today, two processing core), any older GPU has quite a lot of processing units that run at a very low speed but are specialized in certain areas, this way the load is really divided. Also just a comment, several labs are starting to use GPU to do MAJOR calculations specially because of their high paralel processing oportunity. And for instance Shader calculation is a very expensive method, but for instance most of the more modern cards have several shader processing units in which their architecture and also their basic functionality are optimized to do this shader calculation that would make a CPU cry. The major differences Katrina between the two is that a CPU is a generic processing unit, which contain a lot of commands and functionalities, while a GPU contains quite a lot of VERY specialized processing cores. This differences is what makes it be really faster than using Software rendering, specially since some with Software rendering you would need to emulate some features that are basic nowadays with the GPUs, and do so much calculations in a serial way, while trying to maintain a decent 3d output. So again i say, the most important feature of the GPUs is their paralel programming. 2010/6/18 Katrina Payne fullmetalhar...@nimhlabs.com That is good, I never asked for a lecture anywhere. If anything, I asked for some terms I could use in Google. A mantra or some such concept I guess. I also asked for text books and white papers. No where did I ask for a lecture. I even flat out stated many times that what you were to explain would be too long for an email to fit, so the idea that I would be asking for a lecture is ludicrous. Now then, rather than saying this obvious statement, how about you just tell me some google search mantra to use (as really, my mind is blank for any keywords I could use that would get me anything meaningful), a set of text books, or maybe a white paper? I do not appreciate feeling like I am being talked down to. It is also statements like this below, that make me think you are disregarding my suggestions, as, if you were not disregarding them, you would have just gave those text book titles, or some keywords to search with, or at the very least a basic white paper. Had it been some standard of programming, I could attack ISO, RFC, Working Draft, Recommendation, Best Practices, Primer or Howto to something like GPU. In this case, I do not expect any of those to work. Now then, please, stop talking to me like a fool, and blantantly disregarding stuff I have asked for, and brushing me off as somebody expecting a lecture over a mailing list--or some such retarded notion you have gotten into what I am asking for here. Thank you ~Katrina On Friday, June 18, 2010 05:58:37 am Bob Somers 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To
Re: [hlcoders] Source Engine 2!!!
This may help... http://www.youtube.com/watch?v=fKK933KK6Gg :) On 6/18/2010 6:36 AM, Katrina Payne wrote: Reply follows inline On Friday, June 18, 2010 04:40:24 am Bob Somers wrote: Yeah, no offense, but I don't think you fully understand the differences between the CPU/GPU. Yeah, I do not think I do either. ___ 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!!!
Ah, thanks, that described the main issue here. The reliance of Eulerian Geometry. It also explains why I suck at FPS. Well, this likely means I am going to stay away from any form of 3d programming in the future, as most of the Eulerian Axioms I have been told tend to be things that I tend to have issues seeing how people can agree with that. But then, I am the person that I typically try to copy various conventions of art styles rather than try to draw realistically... because well, in recent years I have learned that I do not even perceive the world in an Eulerian manner. So yeah, this is kind of a good thing really, I can now stop exploring 3d Programming. As well, the whole thing will mostly only cause more issues than it is worth, as I have never been able to agree with the basic Axioms that make up Geometry. And well--a few of the articles on that link just made that really apparent. Hmm--well, I suppose there is not much I can really do about this now. I mean, I could write up some Axioms on Noneulerian Geometry... but nobody apart from me would find them useful--so I may as well be twiddling my thumbs and doing basket weaving... actually those two options would be thought of as more useful. Well, thanks--that link kind of helped me out in more ways than one. Just have to grok what I have learned from this for a bit. ~Katrina On Friday, June 18, 2010 06:51:28 am ZuM wrote: The concept is the same of a cluster, but it is in a single processing unit. A cluster requires several processing units, this is the main difference (or else we cound consider an I7 a cluster, but anyway). This is all i know how to explain, but basically the GPU is specialized in several areas where a normal CPU isn`t and would suffer to emulate. Also the calculation of vector and matrix operations (which are the most common in Graphics) are really faster because of, again, the speciallized architecture for this. I don`t have a link to any white paper that i can remember right now, but please have a look at this link of wikipedia, that may help you understand a little more about GPUs and then you`ll clearly see the reason why it`s almost impossible to emulate through software at a decent speed. http://en.wikipedia.org/wiki/Graphics_processing_unit 2010/6/18 Katrina Payne fullmetalhar...@nimhlabs.com Thanks ZuM I apologise, I may have been misinterpreting the TLA, of GPU to mean Graphics Processing Unit... I guess I must be interpreting it wrong, as what you described was a cluster, not a unit. Though, this is not the first time a hardware or software term was fairly misleading. Thank you, as now I understand it is not a unit, but a cluster of units. Sorry for the issues, I may have caused in my misinterpretation of what the TLA indicated. Back to your regularly scheduled mailing list. ~Katrina On Friday, June 18, 2010 06:25:03 am ZuM wrote: Hi, The major differences are that while a CPU has one processing core (or today, two processing core), any older GPU has quite a lot of processing units that run at a very low speed but are specialized in certain areas, this way the load is really divided. Also just a comment, several labs are starting to use GPU to do MAJOR calculations specially because of their high paralel processing oportunity. And for instance Shader calculation is a very expensive method, but for instance most of the more modern cards have several shader processing units in which their architecture and also their basic functionality are optimized to do this shader calculation that would make a CPU cry. The major differences Katrina between the two is that a CPU is a generic processing unit, which contain a lot of commands and functionalities, while a GPU contains quite a lot of VERY specialized processing cores. This differences is what makes it be really faster than using Software rendering, specially since some with Software rendering you would need to emulate some features that are basic nowadays with the GPUs, and do so much calculations in a serial way, while trying to maintain a decent 3d output. So again i say, the most important feature of the GPUs is their paralel programming. 2010/6/18 Katrina Payne fullmetalhar...@nimhlabs.com That is good, I never asked for a lecture anywhere. If anything, I asked for some terms I could use in Google. A mantra or some such concept I guess. I also asked for text books and white papers. No where did I ask for a lecture. I even flat out stated many times that what you were to explain would be too long for an email to fit, so the idea that I would be asking for a lecture is ludicrous. Now then, rather than saying this obvious statement, how about you just tell me some google search mantra to use (as really, my mind is
Re: [hlcoders] Source Engine 2!!!
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
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/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
Re: [hlcoders] Source Engine 2!!!
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/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
Re: [hlcoders] Source Engine 2!!!
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/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
Re: [hlcoders] Source Engine 2!!!
Voxels were the first thing used in 3d graphics, they are pretty horrible compared to today's standards. On Fri, Jun 18, 2010 at 12:42 PM, 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
Re: [hlcoders] Source Engine 2!!!
On Fri, Jun 18, 2010 at 8:30 PM, Joel R. joelru...@gmail.com wrote: Voxels were the first thing used in 3d graphics, they are pretty horrible compared to today's standards. You're retarded. Sorry, couldn't help myself, whole this thread is written mostly by people who don't know what they're talking about. ___ 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!!!
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/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
Re: [hlcoders] Source Engine 2!!!
Cant wait to see the minimum memory requirements. 24GB's of ram anyone? On 18 June 2010 20:06, 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/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
Re: [hlcoders] Source Engine 2!!!
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 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
Re: [hlcoders] Source Engine 2!!!
Hey guys, let`s not start with any flames please, the discussion was nice and long without anyone making any type of insults to another ones :). Does anyone remember when Carmack said it was going to be release? Because in my opinion this possibility is going to require a hell of a computer to render even simple scenes, so i don`t know when this type of rendering would be capable to be used in a game. 2010/6/18 Joel R. joelru...@gmail.com 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/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
Re: [hlcoders] Source Engine 2!!!
That looks impressive, I wonder how you model objects. ~Ryan On Jun 18, 2010, at 9:26 AM, 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/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
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 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
Re: [hlcoders] Source Engine 2!!!
id Tech 5 with MegaTexture will be released next year and will run on PC, Mac, Xbox 360 PS3 id Tech 6 will be designed for next-gen consoles, so who knows when it'll be released! On 18 June 2010 21:48, Justin Krenz kre...@gmail.com wrote: 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 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
Re: [hlcoders] Source Engine 2!!!
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.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 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
Re: [hlcoders] Source Engine 2!!!
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.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!!!
...and iPhone/iPad is essentially Mac OS X, so it's next!!!1!1! :) On 6/18/2010 4:32 PM, Harry Jeffery wrote: 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 Buttonabut...@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 Bucklandadamjbuckl...@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 Jefferyharry101jeff...@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 Pidcockhaz...@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 Murphynuclearfri...@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 simmonssimmons...@gmail.com wrote
Re: [hlcoders] Source Engine 2!!!
And WII. But IMHO, Wii is not enjoyable for FPS. The control system is to forced. Original Nintendo only had about 6 zapper games, and hundreds of controller games. But on Wii every FPS is like a zapper game. Give me some analog sticks por favor. Allan -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery Sent: Friday, June 18, 2010 5:33 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! 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.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
Re: [hlcoders] Source Engine 2!!!
No Source Engine 2 wasn't the surprise for E3. End of thread tbh. - ScarT On 18 June 2010 23:32, Harry Jeffery harry101jeff...@googlemail.com wrote: 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
Re: [hlcoders] Source Engine 2!!!
Wii? On 18 June 2010 22:32, Harry Jeffery harry101jeff...@googlemail.com wrote: 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.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
Re: [hlcoders] Source Engine 2!!!
Yeah, but they would need to port first Steam, because as i can see from this is that they simply changed the basic classes which are plataform dependent (at least this is how i would do it, using inheritance and initiating the right base classes at the beginning that the engine would use). But the thing that i believe is that would they do it? Would this investment pay in return? 2010/6/18 Harry Jeffery harry101jeff...@googlemail.com 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
Re: [hlcoders] Source Engine 2!!!
Steam's already running on Linux. If you want proof, there's the Mac version. When you launch the Mac version, the first thing that happens is a shell script is executed. Here's an excerpt #determine platform UNAME=`uname` if [ $UNAME == Linux ]; then PLATFORM=linux32 # prepend our lib path to LD_LIBRARY_PATH export LD_LIBRARY_PATH=${STEAMROOT}/${PLATFORM}:$LD_LIBRARY_PATH else # if [ $UNAME == Darwin ]; then PLATFORM=osx32 # prepend our lib path to LD_LIBRARY_PATH export DYLD_LIBRARY_PATH=${STEAMROOT}/${PLATFORM}:$DYLD_LIBRARY_PATH On 18 June 2010 23:02, ZuM eduardo...@gmail.com wrote: Yeah, but they would need to port first Steam, because as i can see from this is that they simply changed the basic classes which are plataform dependent (at least this is how i would do it, using inheritance and initiating the right base classes at the beginning that the engine would use). But the thing that i believe is that would they do it? Would this investment pay in return? 2010/6/18 Harry Jeffery harry101jeff...@googlemail.com 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
Re: [hlcoders] Source Engine 2!!!
Yeah, but it is an internet discussion. If everybody was not missing most of the picture as they discussed it, then we'd be entering into really weird and alien territory. I have kind of given up on this. I have also tried to do the whole (WAS: thread) thing that a lot of mailing lists use for conventions... though, come to think of it, the convention of replying *after* the post is not in place here either. Well, again, I am kind of glad we have not spiraled into several threads on the grammar; speling issuse present here. Meh--I dunno, the big issue with porting to Linux is from what I have seen on the hlds list, Valve really has no idea what to do with Linux. (GAH!? WHY DOES THE SERVER FORK?! I mean, most other servers on Linux have not required forking for about a decade now... never mind that general purpose benchmarks get about 0.9 load for a thread, in comparison to something insanely high like 300.0 for forking) So yeah. You guys talk all silly like. Though, now I understand why my twin sister, JTE/JessieTheEchidna/Echidna-Chan, tends to hate developer groups such as this. ~Katrina On Friday, June 18, 2010 03:13:54 pm Allan Button wrote: We are all missing a huge part of the picture here. ___ 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!!!
Echidna-Chan. Cool Story bro. On Fri, Jun 18, 2010 at 4:53 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Yeah, but it is an internet discussion. If everybody was not missing most of the picture as they discussed it, then we'd be entering into really weird and alien territory. I have kind of given up on this. I have also tried to do the whole (WAS: thread) thing that a lot of mailing lists use for conventions... though, come to think of it, the convention of replying *after* the post is not in place here either. Well, again, I am kind of glad we have not spiraled into several threads on the grammar; speling issuse present here. Meh--I dunno, the big issue with porting to Linux is from what I have seen on the hlds list, Valve really has no idea what to do with Linux. (GAH!? WHY DOES THE SERVER FORK?! I mean, most other servers on Linux have not required forking for about a decade now... never mind that general purpose benchmarks get about 0.9 load for a thread, in comparison to something insanely high like 300.0 for forking) So yeah. You guys talk all silly like. Though, now I understand why my twin sister, JTE/JessieTheEchidna/Echidna-Chan, tends to hate developer groups such as this. ~Katrina On Friday, June 18, 2010 03:13:54 pm Allan Button wrote: We are all missing a huge part of the picture here. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ 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!!!
Mesa3D? On Tue, Jun 15, 2010 at 5:20 AM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: This also adds a rather odd burden here, that allows Linux to get a better standing for gaming. It is not that unknown that without mixing, Linux generally does not require anywhere near as much over head to run as windows. The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better if you really did only have 256MiB of RAM (well if you were using a DE... and not a slimmed down WM with only a few programs loaded into it) You can do just fine win 1GiB of RAM. Linux also, as an OS can run on some old Intel boards--that running an OS on would other wise be insane today. a Pentium 1 can still get (some) use with Linux. Not enough to really be noteworthy as a desktop PC... but, this is a lot less than the least you will get Windows 7 onto. So we have a nice toss up here: 1: Linux requires Software Rendering in place. IE: how rendering was done, before we got silly things like TNT and Voodoo on the market. 2: Linux requires significantly less overhead to run, as far as OS goes. If we can get it so that we can show Steam running on Linux, using mostly Software Rendering, and getting it to run as fast as the same game on Windows, on comparable hardware... This will definitely sell Linux as an OS... Which in turn will get various Graphics Card makers on board to add their support. You know--I kind of want to see somebody work on that goal then. I am almost ready to dig up some old books that go over the theory of 3d programming, just to pull make a software rendering engine for this idea. On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote: Yes, 3D drivers are definitely quite lacking on the GNU/Linux front, but if Valve shows support for the development of these drivers, this may prompt certain GPU manufacturers to step up their GNU/Linux driver development. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote: Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI. Their driver support for Linux is, frankly, pathetic at best. The Fedora team is trying to solve this with their new free drivers in Fedora 13 (which, I'll admit, are quite good), but it's still not up to par with what you need to run a game. For example, the new free drivers have very little (read: practically none) support for basic vertex and fragment shaders. It will be at least another year before the free drivers are up to what ATI's crappy proprietary drivers are now. Even worse, right now you can get the proprietary drivers running on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and not at all on Fedora 13. Literally, ATI's Linux drivers are at least 12 months behind, and the free ones are 12 months behind that. Unless somebody gives ATI a swift kick in the nuts the situation does not look good. --Bob On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com wrote: Spoiler Alert. It's like the ratman drawing that says She's watching you. Canonical is she in that case. I'm personally a fan of Fedora, but if Steam on GNU/Linux is distributed as a tarball, that'd be best in the interests of Valve. Even if some people (mainly Ubuntu users) would be a bit stuck on the concept of a tarball, it'd be minimal work for Valve, and maximum cross-distribution compatibility. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 16:49, Harry Jeffery harry101jeff...@googlemail.com wrote: It's all down to personal opinion, as long as it does what you need quickly and effectively then it's fine. I've yet to see the dark side in cannonical so I honestly can't say much about their ethics. Either way, I 3 Linux and so should Valve. On 15 June 2010 00:19, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well a few points: The commands in the Linux Commandline... and well those on any UNIX or UNIX Workalike have not really changed since the 1970s. You could pick up a book on BASH or TCSH from the 1970s, and still have most of what you should do. This kind of has allowed for tools to be put around these base functions, such as autocomplete, history and well--quite a few other really handy tools, to be added into the Linux CLI, to make its functionality go above and beyond anything cmd.exe is capable of. I still have yet to look into Microsoft's PowerShell though. This is why most Linux users use the CLI. It has developed into an
Re: [hlcoders] Source Engine 2!!!
BlackMesa3D? Sounds like a new Disney flick. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Alexander Hirsch Sent: Thursday, June 17, 2010 9:58 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! Mesa3D? On Tue, Jun 15, 2010 at 5:20 AM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: This also adds a rather odd burden here, that allows Linux to get a better standing for gaming. It is not that unknown that without mixing, Linux generally does not require anywhere near as much over head to run as windows. The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better if you really did only have 256MiB of RAM (well if you were using a DE... and not a slimmed down WM with only a few programs loaded into it) You can do just fine win 1GiB of RAM. Linux also, as an OS can run on some old Intel boards--that running an OS on would other wise be insane today. a Pentium 1 can still get (some) use with Linux. Not enough to really be noteworthy as a desktop PC... but, this is a lot less than the least you will get Windows 7 onto. So we have a nice toss up here: 1: Linux requires Software Rendering in place. IE: how rendering was done, before we got silly things like TNT and Voodoo on the market. 2: Linux requires significantly less overhead to run, as far as OS goes. If we can get it so that we can show Steam running on Linux, using mostly Software Rendering, and getting it to run as fast as the same game on Windows, on comparable hardware... This will definitely sell Linux as an OS... Which in turn will get various Graphics Card makers on board to add their support. You know--I kind of want to see somebody work on that goal then. I am almost ready to dig up some old books that go over the theory of 3d programming, just to pull make a software rendering engine for this idea. On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote: Yes, 3D drivers are definitely quite lacking on the GNU/Linux front, but if Valve shows support for the development of these drivers, this may prompt certain GPU manufacturers to step up their GNU/Linux driver development. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote: Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI. Their driver support for Linux is, frankly, pathetic at best. The Fedora team is trying to solve this with their new free drivers in Fedora 13 (which, I'll admit, are quite good), but it's still not up to par with what you need to run a game. For example, the new free drivers have very little (read: practically none) support for basic vertex and fragment shaders. It will be at least another year before the free drivers are up to what ATI's crappy proprietary drivers are now. Even worse, right now you can get the proprietary drivers running on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and not at all on Fedora 13. Literally, ATI's Linux drivers are at least 12 months behind, and the free ones are 12 months behind that. Unless somebody gives ATI a swift kick in the nuts the situation does not look good. --Bob On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com wrote: Spoiler Alert. It's like the ratman drawing that says She's watching you. Canonical is she in that case. I'm personally a fan of Fedora, but if Steam on GNU/Linux is distributed as a tarball, that'd be best in the interests of Valve. Even if some people (mainly Ubuntu users) would be a bit stuck on the concept of a tarball, it'd be minimal work for Valve, and maximum cross-distribution compatibility. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 16:49, Harry Jeffery harry101jeff...@googlemail.com wrote: It's all down to personal opinion, as long as it does what you need quickly and effectively then it's fine. I've yet to see the dark side in cannonical so I honestly can't say much about their ethics. Either way, I 3 Linux and so should Valve. On 15 June 2010 00:19, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well a few points: The commands in the Linux Commandline... and well those on any UNIX or UNIX Workalike have not really changed since the 1970s. You could pick up a book on BASH or TCSH from the 1970s, and still have most of what you should do. This kind of has allowed for tools to be put around these base functions
Re: [hlcoders] Source Engine 2!!!
Also, after looking at the Portal 2 gameplay footage from IGN: http://www.youtube.com/watch?v=5THiN8szSKM (there's 3 parts) am I the only one that thinks that the lighting system has had to have a large overhaul to support how the levels change dynamically? (particularly obvious in the part 1) On 17 June 2010 14:58, Alexander Hirsch 1ze...@googlemail.com wrote: Mesa3D? On Tue, Jun 15, 2010 at 5:20 AM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: This also adds a rather odd burden here, that allows Linux to get a better standing for gaming. It is not that unknown that without mixing, Linux generally does not require anywhere near as much over head to run as windows. The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better if you really did only have 256MiB of RAM (well if you were using a DE... and not a slimmed down WM with only a few programs loaded into it) You can do just fine win 1GiB of RAM. Linux also, as an OS can run on some old Intel boards--that running an OS on would other wise be insane today. a Pentium 1 can still get (some) use with Linux. Not enough to really be noteworthy as a desktop PC... but, this is a lot less than the least you will get Windows 7 onto. So we have a nice toss up here: 1: Linux requires Software Rendering in place. IE: how rendering was done, before we got silly things like TNT and Voodoo on the market. 2: Linux requires significantly less overhead to run, as far as OS goes. If we can get it so that we can show Steam running on Linux, using mostly Software Rendering, and getting it to run as fast as the same game on Windows, on comparable hardware... This will definitely sell Linux as an OS... Which in turn will get various Graphics Card makers on board to add their support. You know--I kind of want to see somebody work on that goal then. I am almost ready to dig up some old books that go over the theory of 3d programming, just to pull make a software rendering engine for this idea. On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote: Yes, 3D drivers are definitely quite lacking on the GNU/Linux front, but if Valve shows support for the development of these drivers, this may prompt certain GPU manufacturers to step up their GNU/Linux driver development. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote: Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI. Their driver support for Linux is, frankly, pathetic at best. The Fedora team is trying to solve this with their new free drivers in Fedora 13 (which, I'll admit, are quite good), but it's still not up to par with what you need to run a game. For example, the new free drivers have very little (read: practically none) support for basic vertex and fragment shaders. It will be at least another year before the free drivers are up to what ATI's crappy proprietary drivers are now. Even worse, right now you can get the proprietary drivers running on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and not at all on Fedora 13. Literally, ATI's Linux drivers are at least 12 months behind, and the free ones are 12 months behind that. Unless somebody gives ATI a swift kick in the nuts the situation does not look good. --Bob On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com wrote: Spoiler Alert. It's like the ratman drawing that says She's watching you. Canonical is she in that case. I'm personally a fan of Fedora, but if Steam on GNU/Linux is distributed as a tarball, that'd be best in the interests of Valve. Even if some people (mainly Ubuntu users) would be a bit stuck on the concept of a tarball, it'd be minimal work for Valve, and maximum cross-distribution compatibility. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 16:49, Harry Jeffery harry101jeff...@googlemail.com wrote: It's all down to personal opinion, as long as it does what you need quickly and effectively then it's fine. I've yet to see the dark side in cannonical so I honestly can't say much about their ethics. Either way, I 3 Linux and so should Valve. On 15 June 2010 00:19, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well a few points: The commands in the Linux Commandline... and well those on any UNIX or UNIX Workalike have not really changed since the 1970s. You could pick up a book on BASH or TCSH from the 1970s, and still have most of what you should do. This kind of has allowed for tools to be put around
Re: [hlcoders] Source Engine 2!!!
I noticed that too, lighting is one of the major things the source engine sucks at. Hopefully Source 2011 will make the life of modders 10x easier. On 17 June 2010 15:11, Adam Buckland adamjbuckl...@gmail.com wrote: Also, after looking at the Portal 2 gameplay footage from IGN: http://www.youtube.com/watch?v=5THiN8szSKM (there's 3 parts) am I the only one that thinks that the lighting system has had to have a large overhaul to support how the levels change dynamically? (particularly obvious in the part 1) On 17 June 2010 14:58, Alexander Hirsch 1ze...@googlemail.com wrote: Mesa3D? On Tue, Jun 15, 2010 at 5:20 AM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: This also adds a rather odd burden here, that allows Linux to get a better standing for gaming. It is not that unknown that without mixing, Linux generally does not require anywhere near as much over head to run as windows. The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better if you really did only have 256MiB of RAM (well if you were using a DE... and not a slimmed down WM with only a few programs loaded into it) You can do just fine win 1GiB of RAM. Linux also, as an OS can run on some old Intel boards--that running an OS on would other wise be insane today. a Pentium 1 can still get (some) use with Linux. Not enough to really be noteworthy as a desktop PC... but, this is a lot less than the least you will get Windows 7 onto. So we have a nice toss up here: 1: Linux requires Software Rendering in place. IE: how rendering was done, before we got silly things like TNT and Voodoo on the market. 2: Linux requires significantly less overhead to run, as far as OS goes. If we can get it so that we can show Steam running on Linux, using mostly Software Rendering, and getting it to run as fast as the same game on Windows, on comparable hardware... This will definitely sell Linux as an OS... Which in turn will get various Graphics Card makers on board to add their support. You know--I kind of want to see somebody work on that goal then. I am almost ready to dig up some old books that go over the theory of 3d programming, just to pull make a software rendering engine for this idea. On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote: Yes, 3D drivers are definitely quite lacking on the GNU/Linux front, but if Valve shows support for the development of these drivers, this may prompt certain GPU manufacturers to step up their GNU/Linux driver development. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote: Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI. Their driver support for Linux is, frankly, pathetic at best. The Fedora team is trying to solve this with their new free drivers in Fedora 13 (which, I'll admit, are quite good), but it's still not up to par with what you need to run a game. For example, the new free drivers have very little (read: practically none) support for basic vertex and fragment shaders. It will be at least another year before the free drivers are up to what ATI's crappy proprietary drivers are now. Even worse, right now you can get the proprietary drivers running on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and not at all on Fedora 13. Literally, ATI's Linux drivers are at least 12 months behind, and the free ones are 12 months behind that. Unless somebody gives ATI a swift kick in the nuts the situation does not look good. --Bob On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com wrote: Spoiler Alert. It's like the ratman drawing that says She's watching you. Canonical is she in that case. I'm personally a fan of Fedora, but if Steam on GNU/Linux is distributed as a tarball, that'd be best in the interests of Valve. Even if some people (mainly Ubuntu users) would be a bit stuck on the concept of a tarball, it'd be minimal work for Valve, and maximum cross-distribution compatibility. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 16:49, Harry Jeffery harry101jeff...@googlemail.com wrote: It's all down to personal opinion, as long as it does what you need quickly and effectively then it's fine. I've yet to see the dark side in cannonical so I honestly can't say much about their ethics. Either way, I 3 Linux and so should Valve. On 15 June 2010 00:19, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well a few points: The commands in the Linux Commandline... and well those on any UNIX or
Re: [hlcoders] Source Engine 2!!!
You say that, I'm not sure it's that the lighting 'sucks', but more that it's a pain in the arse for modders because they don't have server farms to compile lightmaps unlike Valve. On 17 June 2010 15:20, Harry Jeffery harry101jeff...@googlemail.com wrote: I noticed that too, lighting is one of the major things the source engine sucks at. Hopefully Source 2011 will make the life of modders 10x easier. On 17 June 2010 15:11, Adam Buckland adamjbuckl...@gmail.com wrote: Also, after looking at the Portal 2 gameplay footage from IGN: http://www.youtube.com/watch?v=5THiN8szSKM (there's 3 parts) am I the only one that thinks that the lighting system has had to have a large overhaul to support how the levels change dynamically? (particularly obvious in the part 1) On 17 June 2010 14:58, Alexander Hirsch 1ze...@googlemail.com wrote: Mesa3D? On Tue, Jun 15, 2010 at 5:20 AM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: This also adds a rather odd burden here, that allows Linux to get a better standing for gaming. It is not that unknown that without mixing, Linux generally does not require anywhere near as much over head to run as windows. The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better if you really did only have 256MiB of RAM (well if you were using a DE... and not a slimmed down WM with only a few programs loaded into it) You can do just fine win 1GiB of RAM. Linux also, as an OS can run on some old Intel boards--that running an OS on would other wise be insane today. a Pentium 1 can still get (some) use with Linux. Not enough to really be noteworthy as a desktop PC... but, this is a lot less than the least you will get Windows 7 onto. So we have a nice toss up here: 1: Linux requires Software Rendering in place. IE: how rendering was done, before we got silly things like TNT and Voodoo on the market. 2: Linux requires significantly less overhead to run, as far as OS goes. If we can get it so that we can show Steam running on Linux, using mostly Software Rendering, and getting it to run as fast as the same game on Windows, on comparable hardware... This will definitely sell Linux as an OS... Which in turn will get various Graphics Card makers on board to add their support. You know--I kind of want to see somebody work on that goal then. I am almost ready to dig up some old books that go over the theory of 3d programming, just to pull make a software rendering engine for this idea. On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote: Yes, 3D drivers are definitely quite lacking on the GNU/Linux front, but if Valve shows support for the development of these drivers, this may prompt certain GPU manufacturers to step up their GNU/Linux driver development. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote: Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI. Their driver support for Linux is, frankly, pathetic at best. The Fedora team is trying to solve this with their new free drivers in Fedora 13 (which, I'll admit, are quite good), but it's still not up to par with what you need to run a game. For example, the new free drivers have very little (read: practically none) support for basic vertex and fragment shaders. It will be at least another year before the free drivers are up to what ATI's crappy proprietary drivers are now. Even worse, right now you can get the proprietary drivers running on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and not at all on Fedora 13. Literally, ATI's Linux drivers are at least 12 months behind, and the free ones are 12 months behind that. Unless somebody gives ATI a swift kick in the nuts the situation does not look good. --Bob On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com wrote: Spoiler Alert. It's like the ratman drawing that says She's watching you. Canonical is she in that case. I'm personally a fan of Fedora, but if Steam on GNU/Linux is distributed as a tarball, that'd be best in the interests of Valve. Even if some people (mainly Ubuntu users) would be a bit stuck on the concept of a tarball, it'd be minimal work for Valve, and maximum cross-distribution compatibility. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 16:49, Harry Jeffery harry101jeff...@googlemail.com wrote: It's all down to personal opinion, as long as it does what you need quickly and effectively then it's fine. I've yet to see the dark side in cannonical so I honestly
Re: [hlcoders] Source Engine 2!!!
I was referring to dynamic lights specifically. On 17 June 2010 15:24, Adam Buckland adamjbuckl...@gmail.com wrote: You say that, I'm not sure it's that the lighting 'sucks', but more that it's a pain in the arse for modders because they don't have server farms to compile lightmaps unlike Valve. On 17 June 2010 15:20, Harry Jeffery harry101jeff...@googlemail.com wrote: I noticed that too, lighting is one of the major things the source engine sucks at. Hopefully Source 2011 will make the life of modders 10x easier. On 17 June 2010 15:11, Adam Buckland adamjbuckl...@gmail.com wrote: Also, after looking at the Portal 2 gameplay footage from IGN: http://www.youtube.com/watch?v=5THiN8szSKM (there's 3 parts) am I the only one that thinks that the lighting system has had to have a large overhaul to support how the levels change dynamically? (particularly obvious in the part 1) On 17 June 2010 14:58, Alexander Hirsch 1ze...@googlemail.com wrote: Mesa3D? On Tue, Jun 15, 2010 at 5:20 AM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: This also adds a rather odd burden here, that allows Linux to get a better standing for gaming. It is not that unknown that without mixing, Linux generally does not require anywhere near as much over head to run as windows. The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better if you really did only have 256MiB of RAM (well if you were using a DE... and not a slimmed down WM with only a few programs loaded into it) You can do just fine win 1GiB of RAM. Linux also, as an OS can run on some old Intel boards--that running an OS on would other wise be insane today. a Pentium 1 can still get (some) use with Linux. Not enough to really be noteworthy as a desktop PC... but, this is a lot less than the least you will get Windows 7 onto. So we have a nice toss up here: 1: Linux requires Software Rendering in place. IE: how rendering was done, before we got silly things like TNT and Voodoo on the market. 2: Linux requires significantly less overhead to run, as far as OS goes. If we can get it so that we can show Steam running on Linux, using mostly Software Rendering, and getting it to run as fast as the same game on Windows, on comparable hardware... This will definitely sell Linux as an OS... Which in turn will get various Graphics Card makers on board to add their support. You know--I kind of want to see somebody work on that goal then. I am almost ready to dig up some old books that go over the theory of 3d programming, just to pull make a software rendering engine for this idea. On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote: Yes, 3D drivers are definitely quite lacking on the GNU/Linux front, but if Valve shows support for the development of these drivers, this may prompt certain GPU manufacturers to step up their GNU/Linux driver development. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote: Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI. Their driver support for Linux is, frankly, pathetic at best. The Fedora team is trying to solve this with their new free drivers in Fedora 13 (which, I'll admit, are quite good), but it's still not up to par with what you need to run a game. For example, the new free drivers have very little (read: practically none) support for basic vertex and fragment shaders. It will be at least another year before the free drivers are up to what ATI's crappy proprietary drivers are now. Even worse, right now you can get the proprietary drivers running on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and not at all on Fedora 13. Literally, ATI's Linux drivers are at least 12 months behind, and the free ones are 12 months behind that. Unless somebody gives ATI a swift kick in the nuts the situation does not look good. --Bob On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com wrote: Spoiler Alert. It's like the ratman drawing that says She's watching you. Canonical is she in that case. I'm personally a fan of Fedora, but if Steam on GNU/Linux is distributed as a tarball, that'd be best in the interests of Valve. Even if some people (mainly Ubuntu users) would be a bit stuck on the concept of a tarball, it'd be minimal work for Valve, and maximum cross-distribution compatibility. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 16:49, Harry Jeffery harry101jeff...@googlemail.com wrote: It's all down to personal opinion, as long as
Re: [hlcoders] Source Engine 2!!!
On 2010-06-17 16:24, Adam Buckland wrote: You say that, I'm not sure it's that the lighting 'sucks', but more that it's a pain in the arse for modders because they don't have server farms to compile lightmaps unlike Valve. What do you mean? I have an Intel Core i7 920 (8 cores @ 2.66Ghz). Combined with heavily optimized maps, that's practically a server farm. ;) ___ 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!!!
VMPI is supported for vvis and broken for vrad isn't it? I haven't checked since the last SDK update, but imagine it isn't fixed. Which is lame. - ScarT On 17 June 2010 16:53, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: On 2010-06-17 16:24, Adam Buckland wrote: You say that, I'm not sure it's that the lighting 'sucks', but more that it's a pain in the arse for modders because they don't have server farms to compile lightmaps unlike Valve. What do you mean? I have an Intel Core i7 920 (8 cores @ 2.66Ghz). Combined with heavily optimized maps, that's practically a server farm. ;) ___ 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!!!
Pretty sure a fix was found. VVIS worked fine (to my memory) and VRAD crashed. However if you use LAA on the vrad process, it worked again. Fix by The Pro here: http://www.facepunch.com/showpost.php?p=16482883postcount=23 I recall this working, but I do not know if Valve has fixed/broken it since then. On Thu, Jun 17, 2010 at 8:20 AM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: VMPI is supported for vvis and broken for vrad isn't it? I haven't checked since the last SDK update, but imagine it isn't fixed. Which is lame. - ScarT On 17 June 2010 16:53, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: On 2010-06-17 16:24, Adam Buckland wrote: You say that, I'm not sure it's that the lighting 'sucks', but more that it's a pain in the arse for modders because they don't have server farms to compile lightmaps unlike Valve. What do you mean? I have an Intel Core i7 920 (8 cores @ 2.66Ghz). Combined with heavily optimized maps, that's practically a server farm. ;) ___ 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
Re: [hlcoders] Source Engine 2!!!
New version of the engine uses deferred shading perhaps? I suppose that would be too much to ask for. --Bob On Thu, Jun 17, 2010 at 8:45 AM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: Pretty sure a fix was found. VVIS worked fine (to my memory) and VRAD crashed. However if you use LAA on the vrad process, it worked again. Fix by The Pro here: http://www.facepunch.com/showpost.php?p=16482883postcount=23 I recall this working, but I do not know if Valve has fixed/broken it since then. On Thu, Jun 17, 2010 at 8:20 AM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: VMPI is supported for vvis and broken for vrad isn't it? I haven't checked since the last SDK update, but imagine it isn't fixed. Which is lame. - ScarT On 17 June 2010 16:53, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: On 2010-06-17 16:24, Adam Buckland wrote: You say that, I'm not sure it's that the lighting 'sucks', but more that it's a pain in the arse for modders because they don't have server farms to compile lightmaps unlike Valve. What do you mean? I have an Intel Core i7 920 (8 cores @ 2.66Ghz). Combined with heavily optimized maps, that's practically a server farm. ;) ___ 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
Re: [hlcoders] Source Engine 2!!!
Uh, have fun with that. --Bob On Mon, Jun 14, 2010 at 8:20 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: This also adds a rather odd burden here, that allows Linux to get a better standing for gaming. It is not that unknown that without mixing, Linux generally does not require anywhere near as much over head to run as windows. The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better if you really did only have 256MiB of RAM (well if you were using a DE... and not a slimmed down WM with only a few programs loaded into it) You can do just fine win 1GiB of RAM. Linux also, as an OS can run on some old Intel boards--that running an OS on would other wise be insane today. a Pentium 1 can still get (some) use with Linux. Not enough to really be noteworthy as a desktop PC... but, this is a lot less than the least you will get Windows 7 onto. So we have a nice toss up here: 1: Linux requires Software Rendering in place. IE: how rendering was done, before we got silly things like TNT and Voodoo on the market. 2: Linux requires significantly less overhead to run, as far as OS goes. If we can get it so that we can show Steam running on Linux, using mostly Software Rendering, and getting it to run as fast as the same game on Windows, on comparable hardware... This will definitely sell Linux as an OS... Which in turn will get various Graphics Card makers on board to add their support. You know--I kind of want to see somebody work on that goal then. I am almost ready to dig up some old books that go over the theory of 3d programming, just to pull make a software rendering engine for this idea. On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote: Yes, 3D drivers are definitely quite lacking on the GNU/Linux front, but if Valve shows support for the development of these drivers, this may prompt certain GPU manufacturers to step up their GNU/Linux driver development. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote: Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI. Their driver support for Linux is, frankly, pathetic at best. The Fedora team is trying to solve this with their new free drivers in Fedora 13 (which, I'll admit, are quite good), but it's still not up to par with what you need to run a game. For example, the new free drivers have very little (read: practically none) support for basic vertex and fragment shaders. It will be at least another year before the free drivers are up to what ATI's crappy proprietary drivers are now. Even worse, right now you can get the proprietary drivers running on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and not at all on Fedora 13. Literally, ATI's Linux drivers are at least 12 months behind, and the free ones are 12 months behind that. Unless somebody gives ATI a swift kick in the nuts the situation does not look good. --Bob On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com wrote: Spoiler Alert. It's like the ratman drawing that says She's watching you. Canonical is she in that case. I'm personally a fan of Fedora, but if Steam on GNU/Linux is distributed as a tarball, that'd be best in the interests of Valve. Even if some people (mainly Ubuntu users) would be a bit stuck on the concept of a tarball, it'd be minimal work for Valve, and maximum cross-distribution compatibility. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 16:49, Harry Jeffery harry101jeff...@googlemail.com wrote: It's all down to personal opinion, as long as it does what you need quickly and effectively then it's fine. I've yet to see the dark side in cannonical so I honestly can't say much about their ethics. Either way, I 3 Linux and so should Valve. On 15 June 2010 00:19, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well a few points: The commands in the Linux Commandline... and well those on any UNIX or UNIX Workalike have not really changed since the 1970s. You could pick up a book on BASH or TCSH from the 1970s, and still have most of what you should do. This kind of has allowed for tools to be put around these base functions, such as autocomplete, history and well--quite a few other really handy tools, to be added into the Linux CLI, to make its functionality go above and beyond anything cmd.exe is capable of. I still have yet to look into Microsoft's PowerShell though. This is why most Linux users use the CLI. It has developed into an experience that is completely unlike the root canal that is
Re: [hlcoders] Source Engine 2!!!
Well, considering how crazy this idea is... that is likely all I would be having with it... Regardless of whether or not it works. This is like Joker from Batman type crazy here... So, yeah, I will X3 The issue is I have too much other crap on my plate right now--however, I am certain there are other crazy people on this mailing list who have the time for this suggestion. On Tuesday, June 15, 2010 12:14:42 am Bob Somers wrote: Uh, have fun with that. --Bob On Mon, Jun 14, 2010 at 8:20 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: This also adds a rather odd burden here, that allows Linux to get a better standing for gaming. It is not that unknown that without mixing, Linux generally does not require anywhere near as much over head to run as windows. The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better if you really did only have 256MiB of RAM (well if you were using a DE... and not a slimmed down WM with only a few programs loaded into it) You can do just fine win 1GiB of RAM. Linux also, as an OS can run on some old Intel boards--that running an OS on would other wise be insane today. a Pentium 1 can still get (some) use with Linux. Not enough to really be noteworthy as a desktop PC... but, this is a lot less than the least you will get Windows 7 onto. So we have a nice toss up here: 1: Linux requires Software Rendering in place. IE: how rendering was done, before we got silly things like TNT and Voodoo on the market. 2: Linux requires significantly less overhead to run, as far as OS goes. If we can get it so that we can show Steam running on Linux, using mostly Software Rendering, and getting it to run as fast as the same game on Windows, on comparable hardware... This will definitely sell Linux as an OS... Which in turn will get various Graphics Card makers on board to add their support. You know--I kind of want to see somebody work on that goal then. I am almost ready to dig up some old books that go over the theory of 3d programming, just to pull make a software rendering engine for this idea. On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote: Yes, 3D drivers are definitely quite lacking on the GNU/Linux front, but if Valve shows support for the development of these drivers, this may prompt certain GPU manufacturers to step up their GNU/Linux driver development. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote: Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI. Their driver support for Linux is, frankly, pathetic at best. The Fedora team is trying to solve this with their new free drivers in Fedora 13 (which, I'll admit, are quite good), but it's still not up to par with what you need to run a game. For example, the new free drivers have very little (read: practically none) support for basic vertex and fragment shaders. It will be at least another year before the free drivers are up to what ATI's crappy proprietary drivers are now. Even worse, right now you can get the proprietary drivers running on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and not at all on Fedora 13. Literally, ATI's Linux drivers are at least 12 months behind, and the free ones are 12 months behind that. Unless somebody gives ATI a swift kick in the nuts the situation does not look good. --Bob On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com wrote: Spoiler Alert. It's like the ratman drawing that says She's watching you. Canonical is she in that case. I'm personally a fan of Fedora, but if Steam on GNU/Linux is distributed as a tarball, that'd be best in the interests of Valve. Even if some people (mainly Ubuntu users) would be a bit stuck on the concept of a tarball, it'd be minimal work for Valve, and maximum cross-distribution compatibility. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 16:49, Harry Jeffery harry101jeff...@googlemail.com wrote: It's all down to personal opinion, as long as it does what you need quickly and effectively then it's fine. I've yet to see the dark side in cannonical so I honestly can't say much about their ethics. Either way, I 3 Linux and so should Valve. On 15 June 2010 00:19, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well a few points: The commands in the Linux Commandline... and well those on any UNIX or UNIX Workalike have not really changed since the 1970s. You could pick up a
Re: [hlcoders] Source Engine 2!!!
Trying to make a software renderer compete with a dedicated GPU is kind of, uh, an exercise in futility. --Bob On Mon, Jun 14, 2010 at 11:20 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well, considering how crazy this idea is... that is likely all I would be having with it... Regardless of whether or not it works. This is like Joker from Batman type crazy here... So, yeah, I will X3 The issue is I have too much other crap on my plate right now--however, I am certain there are other crazy people on this mailing list who have the time for this suggestion. On Tuesday, June 15, 2010 12:14:42 am Bob Somers wrote: Uh, have fun with that. --Bob On Mon, Jun 14, 2010 at 8:20 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: This also adds a rather odd burden here, that allows Linux to get a better standing for gaming. It is not that unknown that without mixing, Linux generally does not require anywhere near as much over head to run as windows. The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better if you really did only have 256MiB of RAM (well if you were using a DE... and not a slimmed down WM with only a few programs loaded into it) You can do just fine win 1GiB of RAM. Linux also, as an OS can run on some old Intel boards--that running an OS on would other wise be insane today. a Pentium 1 can still get (some) use with Linux. Not enough to really be noteworthy as a desktop PC... but, this is a lot less than the least you will get Windows 7 onto. So we have a nice toss up here: 1: Linux requires Software Rendering in place. IE: how rendering was done, before we got silly things like TNT and Voodoo on the market. 2: Linux requires significantly less overhead to run, as far as OS goes. If we can get it so that we can show Steam running on Linux, using mostly Software Rendering, and getting it to run as fast as the same game on Windows, on comparable hardware... This will definitely sell Linux as an OS... Which in turn will get various Graphics Card makers on board to add their support. You know--I kind of want to see somebody work on that goal then. I am almost ready to dig up some old books that go over the theory of 3d programming, just to pull make a software rendering engine for this idea. On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote: Yes, 3D drivers are definitely quite lacking on the GNU/Linux front, but if Valve shows support for the development of these drivers, this may prompt certain GPU manufacturers to step up their GNU/Linux driver development. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote: Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI. Their driver support for Linux is, frankly, pathetic at best. The Fedora team is trying to solve this with their new free drivers in Fedora 13 (which, I'll admit, are quite good), but it's still not up to par with what you need to run a game. For example, the new free drivers have very little (read: practically none) support for basic vertex and fragment shaders. It will be at least another year before the free drivers are up to what ATI's crappy proprietary drivers are now. Even worse, right now you can get the proprietary drivers running on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and not at all on Fedora 13. Literally, ATI's Linux drivers are at least 12 months behind, and the free ones are 12 months behind that. Unless somebody gives ATI a swift kick in the nuts the situation does not look good. --Bob On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com wrote: Spoiler Alert. It's like the ratman drawing that says She's watching you. Canonical is she in that case. I'm personally a fan of Fedora, but if Steam on GNU/Linux is distributed as a tarball, that'd be best in the interests of Valve. Even if some people (mainly Ubuntu users) would be a bit stuck on the concept of a tarball, it'd be minimal work for Valve, and maximum cross-distribution compatibility. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 16:49, Harry Jeffery harry101jeff...@googlemail.com wrote: It's all down to personal opinion, as long as it does what you need quickly and effectively then it's fine. I've yet to see the dark side in cannonical so I honestly can't say much about their ethics. Either way, I 3 Linux and so should Valve. On 15 June 2010 00:19, Katrina Payne
Re: [hlcoders] Source Engine 2!!!
I was under the impression that the whole point of building GPUs in the first place was because it was impossible to build a software renderer of comparable speed :P On 15 June 2010 20:39, Bob Somers magicbob...@gmail.com wrote: Trying to make a software renderer compete with a dedicated GPU is kind of, uh, an exercise in futility. --Bob On Mon, Jun 14, 2010 at 11:20 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well, considering how crazy this idea is... that is likely all I would be having with it... Regardless of whether or not it works. This is like Joker from Batman type crazy here... So, yeah, I will X3 The issue is I have too much other crap on my plate right now--however, I am certain there are other crazy people on this mailing list who have the time for this suggestion. On Tuesday, June 15, 2010 12:14:42 am Bob Somers wrote: Uh, have fun with that. --Bob On Mon, Jun 14, 2010 at 8:20 PM, Katrina Payne fullmetalhar...@nimhlabs.com wrote: This also adds a rather odd burden here, that allows Linux to get a better standing for gaming. It is not that unknown that without mixing, Linux generally does not require anywhere near as much over head to run as windows. The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better if you really did only have 256MiB of RAM (well if you were using a DE... and not a slimmed down WM with only a few programs loaded into it) You can do just fine win 1GiB of RAM. Linux also, as an OS can run on some old Intel boards--that running an OS on would other wise be insane today. a Pentium 1 can still get (some) use with Linux. Not enough to really be noteworthy as a desktop PC... but, this is a lot less than the least you will get Windows 7 onto. So we have a nice toss up here: 1: Linux requires Software Rendering in place. IE: how rendering was done, before we got silly things like TNT and Voodoo on the market. 2: Linux requires significantly less overhead to run, as far as OS goes. If we can get it so that we can show Steam running on Linux, using mostly Software Rendering, and getting it to run as fast as the same game on Windows, on comparable hardware... This will definitely sell Linux as an OS... Which in turn will get various Graphics Card makers on board to add their support. You know--I kind of want to see somebody work on that goal then. I am almost ready to dig up some old books that go over the theory of 3d programming, just to pull make a software rendering engine for this idea. On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote: Yes, 3D drivers are definitely quite lacking on the GNU/Linux front, but if Valve shows support for the development of these drivers, this may prompt certain GPU manufacturers to step up their GNU/Linux driver development. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote: Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI. Their driver support for Linux is, frankly, pathetic at best. The Fedora team is trying to solve this with their new free drivers in Fedora 13 (which, I'll admit, are quite good), but it's still not up to par with what you need to run a game. For example, the new free drivers have very little (read: practically none) support for basic vertex and fragment shaders. It will be at least another year before the free drivers are up to what ATI's crappy proprietary drivers are now. Even worse, right now you can get the proprietary drivers running on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and not at all on Fedora 13. Literally, ATI's Linux drivers are at least 12 months behind, and the free ones are 12 months behind that. Unless somebody gives ATI a swift kick in the nuts the situation does not look good. --Bob On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com wrote: Spoiler Alert. It's like the ratman drawing that says She's watching you. Canonical is she in that case. I'm personally a fan of Fedora, but if Steam on GNU/Linux is distributed as a tarball, that'd be best in the interests of Valve. Even if some people (mainly Ubuntu users) would be a bit stuck on the concept of a tarball, it'd be minimal work for Valve, and maximum cross-distribution compatibility. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 16:49, Harry Jeffery harry101jeff...@googlemail.com wrote: It's all down to personal opinion, as long as it does what you need quickly
Re: [hlcoders] Source Engine 2!!!
Well a few points: The commands in the Linux Commandline... and well those on any UNIX or UNIX Workalike have not really changed since the 1970s. You could pick up a book on BASH or TCSH from the 1970s, and still have most of what you should do. This kind of has allowed for tools to be put around these base functions, such as autocomplete, history and well--quite a few other really handy tools, to be added into the Linux CLI, to make its functionality go above and beyond anything cmd.exe is capable of. I still have yet to look into Microsoft's PowerShell though. This is why most Linux users use the CLI. It has developed into an experience that is completely unlike the root canal that is cmd.exe. You can actually go in, and get some functionality from it. A lot of functionality too. It also gives the feeling that the user has more direct control--without that Pesky GUI in the way (though, technically, this just has a bunch of other items typically in the way, such as init.d, bash, various bash extensions--maybe screen... you are just trading one thing in the way, that is, a GUI, for another thing, that is a CLI). Now, that said--there are plenty of Desktop Environments ('DE') that Linux can make use of, that pretty much make requirement of CLI use unnecessary. That is, between KDE4, LXDE, XFCE, E17 and GNOME2/GTK, the average Linux user nearly never has to do anything on the CLI. Unless something has gone horribly wrong. In which case, he should be able to get the local Linux Admin to fix it. As that technically is what he'd do if something went horribly wrong on Windows. He'd get his local Windows Expert to fix it. The required use of the CLI rather than GUI to properly use Linux, is much like how using Vi is required rather than EMACS for the proper use of Linux. Also, I use Fedora, and typically find it a LOT easier to work with than Ubuntu. This maybe, because Fedora tries not to be a bunch of asshats to the people upstream. The same cannot be said about Canonical, the owners of Ubuntu. Where, from what I have seen on their policies by past actions... their MAIN desire is to be asshats to the upstream. I have a long winded rant on why I do not like Ubuntu... I mostly just state that nobody uses Ubuntu Linux. Typically most people go over to another Linux Distro afterwards, generally agreeing that no matter what Linux Distro they go to, be it Fedora, Puppy (well, prior to being based on Ubuntu), Arch, Slack, Gentoo, Knoppix, CentOS, LFS, etc., is better than Ubuntu... either that, or they return to Windows--only using Ubuntu as a rescue disk setup. Right, now then. Back to your regular discussion ~Katrina On Sunday, June 13, 2010 07:20:08 am Harry Jeffery wrote: People like the command line because it's very fast to do what you want if you know what you are doing. So far ubuntu seems to be the most user friendly linux distro and what a majority of linux gamers might use. Personally I'd just use arch-linux and optimize my system...a lot. As long as nVidia release decent linux drivers it's all good. On 13 June 2010 14:01, Adam Buckland adamjbuckl...@gmail.com wrote: A couple of things: Elan Ruskin gave a good talk on porting to consoles at GDC08. The slides are on Valve's website. There's something in there that may help you here: #ifdef __GNUC__ #define MAXSI_THREADED_VARIABLE __thread #else #define MAXSI_THREADED_VARIABLE __declspec( thread ) #endif You may wish to use another define for windows rather than an else statement in case you wish to port it somewhere else in the future. Also I agree, the Mac and Linux ports are incredibly similar. In fact, on the Mac port a shell script is executed first to determine whether it's running on OS X or Linux. Finally Linux could be a great consumer platform. Before it can become this, it needs to learn that not everyone is a power user, and make things simple. Learn from the Mac app bundles, and remove reliance on the command line (for example the output is shown on the update software). It scares normal users. That, and a lot of power users (like myself), don't want to have to rely on the command line for everything. On 13 June 2010 13:28, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: I'd like to share a few experiences about porting code and writing portable code. Scroll down, if you just want my thoughts on how portable the Source Engine is. Recently I've been porting my in-development digital distribution platform to GNU/Linux for the fun of it. Naturally, most of my code didn't work right out of the box. But it is worth that several subsystems actually worked at the first attempt, or with an edit or two. For instance, my string system and parser classes/functions compiled right away. However, stuff like accessing the filesystem, multithreading, user interfaces, networking, and so on didn't work because it relied on the
Re: [hlcoders] Source Engine 2!!!
It's all down to personal opinion, as long as it does what you need quickly and effectively then it's fine. I've yet to see the dark side in cannonical so I honestly can't say much about their ethics. Either way, I 3 Linux and so should Valve. On 15 June 2010 00:19, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well a few points: The commands in the Linux Commandline... and well those on any UNIX or UNIX Workalike have not really changed since the 1970s. You could pick up a book on BASH or TCSH from the 1970s, and still have most of what you should do. This kind of has allowed for tools to be put around these base functions, such as autocomplete, history and well--quite a few other really handy tools, to be added into the Linux CLI, to make its functionality go above and beyond anything cmd.exe is capable of. I still have yet to look into Microsoft's PowerShell though. This is why most Linux users use the CLI. It has developed into an experience that is completely unlike the root canal that is cmd.exe. You can actually go in, and get some functionality from it. A lot of functionality too. It also gives the feeling that the user has more direct control--without that Pesky GUI in the way (though, technically, this just has a bunch of other items typically in the way, such as init.d, bash, various bash extensions--maybe screen... you are just trading one thing in the way, that is, a GUI, for another thing, that is a CLI). Now, that said--there are plenty of Desktop Environments ('DE') that Linux can make use of, that pretty much make requirement of CLI use unnecessary. That is, between KDE4, LXDE, XFCE, E17 and GNOME2/GTK, the average Linux user nearly never has to do anything on the CLI. Unless something has gone horribly wrong. In which case, he should be able to get the local Linux Admin to fix it. As that technically is what he'd do if something went horribly wrong on Windows. He'd get his local Windows Expert to fix it. The required use of the CLI rather than GUI to properly use Linux, is much like how using Vi is required rather than EMACS for the proper use of Linux. Also, I use Fedora, and typically find it a LOT easier to work with than Ubuntu. This maybe, because Fedora tries not to be a bunch of asshats to the people upstream. The same cannot be said about Canonical, the owners of Ubuntu. Where, from what I have seen on their policies by past actions... their MAIN desire is to be asshats to the upstream. I have a long winded rant on why I do not like Ubuntu... I mostly just state that nobody uses Ubuntu Linux. Typically most people go over to another Linux Distro afterwards, generally agreeing that no matter what Linux Distro they go to, be it Fedora, Puppy (well, prior to being based on Ubuntu), Arch, Slack, Gentoo, Knoppix, CentOS, LFS, etc., is better than Ubuntu... either that, or they return to Windows--only using Ubuntu as a rescue disk setup. Right, now then. Back to your regular discussion ~Katrina On Sunday, June 13, 2010 07:20:08 am Harry Jeffery wrote: People like the command line because it's very fast to do what you want if you know what you are doing. So far ubuntu seems to be the most user friendly linux distro and what a majority of linux gamers might use. Personally I'd just use arch-linux and optimize my system...a lot. As long as nVidia release decent linux drivers it's all good. On 13 June 2010 14:01, Adam Buckland adamjbuckl...@gmail.com wrote: A couple of things: Elan Ruskin gave a good talk on porting to consoles at GDC08. The slides are on Valve's website. There's something in there that may help you here: #ifdef __GNUC__ #define MAXSI_THREADED_VARIABLE __thread #else #define MAXSI_THREADED_VARIABLE __declspec( thread ) #endif You may wish to use another define for windows rather than an else statement in case you wish to port it somewhere else in the future. Also I agree, the Mac and Linux ports are incredibly similar. In fact, on the Mac port a shell script is executed first to determine whether it's running on OS X or Linux. Finally Linux could be a great consumer platform. Before it can become this, it needs to learn that not everyone is a power user, and make things simple. Learn from the Mac app bundles, and remove reliance on the command line (for example the output is shown on the update software). It scares normal users. That, and a lot of power users (like myself), don't want to have to rely on the command line for everything. On 13 June 2010 13:28, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: I'd like to share a few experiences about porting code and writing portable code. Scroll down, if you just want my thoughts on how portable the Source Engine is. Recently I've been porting my in-development digital distribution platform to GNU/Linux for the fun of it. Naturally, most of my code didn't work right out of the box. But
Re: [hlcoders] Source Engine 2!!!
Spoiler Alert. It's like the ratman drawing that says She's watching you. Canonical is she in that case. I'm personally a fan of Fedora, but if Steam on GNU/Linux is distributed as a tarball, that'd be best in the interests of Valve. Even if some people (mainly Ubuntu users) would be a bit stuck on the concept of a tarball, it'd be minimal work for Valve, and maximum cross-distribution compatibility. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 16:49, Harry Jeffery harry101jeff...@googlemail.com wrote: It's all down to personal opinion, as long as it does what you need quickly and effectively then it's fine. I've yet to see the dark side in cannonical so I honestly can't say much about their ethics. Either way, I 3 Linux and so should Valve. On 15 June 2010 00:19, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well a few points: The commands in the Linux Commandline... and well those on any UNIX or UNIX Workalike have not really changed since the 1970s. You could pick up a book on BASH or TCSH from the 1970s, and still have most of what you should do. This kind of has allowed for tools to be put around these base functions, such as autocomplete, history and well--quite a few other really handy tools, to be added into the Linux CLI, to make its functionality go above and beyond anything cmd.exe is capable of. I still have yet to look into Microsoft's PowerShell though. This is why most Linux users use the CLI. It has developed into an experience that is completely unlike the root canal that is cmd.exe. You can actually go in, and get some functionality from it. A lot of functionality too. It also gives the feeling that the user has more direct control--without that Pesky GUI in the way (though, technically, this just has a bunch of other items typically in the way, such as init.d, bash, various bash extensions--maybe screen... you are just trading one thing in the way, that is, a GUI, for another thing, that is a CLI). Now, that said--there are plenty of Desktop Environments ('DE') that Linux can make use of, that pretty much make requirement of CLI use unnecessary. That is, between KDE4, LXDE, XFCE, E17 and GNOME2/GTK, the average Linux user nearly never has to do anything on the CLI. Unless something has gone horribly wrong. In which case, he should be able to get the local Linux Admin to fix it. As that technically is what he'd do if something went horribly wrong on Windows. He'd get his local Windows Expert to fix it. The required use of the CLI rather than GUI to properly use Linux, is much like how using Vi is required rather than EMACS for the proper use of Linux. Also, I use Fedora, and typically find it a LOT easier to work with than Ubuntu. This maybe, because Fedora tries not to be a bunch of asshats to the people upstream. The same cannot be said about Canonical, the owners of Ubuntu. Where, from what I have seen on their policies by past actions... their MAIN desire is to be asshats to the upstream. I have a long winded rant on why I do not like Ubuntu... I mostly just state that nobody uses Ubuntu Linux. Typically most people go over to another Linux Distro afterwards, generally agreeing that no matter what Linux Distro they go to, be it Fedora, Puppy (well, prior to being based on Ubuntu), Arch, Slack, Gentoo, Knoppix, CentOS, LFS, etc., is better than Ubuntu... either that, or they return to Windows--only using Ubuntu as a rescue disk setup. Right, now then. Back to your regular discussion ~Katrina On Sunday, June 13, 2010 07:20:08 am Harry Jeffery wrote: People like the command line because it's very fast to do what you want if you know what you are doing. So far ubuntu seems to be the most user friendly linux distro and what a majority of linux gamers might use. Personally I'd just use arch-linux and optimize my system...a lot. As long as nVidia release decent linux drivers it's all good. On 13 June 2010 14:01, Adam Buckland adamjbuckl...@gmail.com wrote: A couple of things: Elan Ruskin gave a good talk on porting to consoles at GDC08. The slides are on Valve's website. There's something in there that may help you here: #ifdef __GNUC__ #define MAXSI_THREADED_VARIABLE __thread #else #define MAXSI_THREADED_VARIABLE __declspec( thread ) #endif You may wish to use another define for windows rather than an else statement in case you wish to port it somewhere else in the future. Also I agree, the Mac and Linux ports are incredibly similar. In fact, on the Mac port a shell script is executed first to determine whether it's running on OS X or Linux. Finally Linux could be a great consumer platform. Before it can become this, it needs to learn that not everyone is a power user, and make things simple. Learn from the Mac app bundles, and remove reliance on the command line (for example the output is shown on the update
Re: [hlcoders] Source Engine 2!!!
Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI. Their driver support for Linux is, frankly, pathetic at best. The Fedora team is trying to solve this with their new free drivers in Fedora 13 (which, I'll admit, are quite good), but it's still not up to par with what you need to run a game. For example, the new free drivers have very little (read: practically none) support for basic vertex and fragment shaders. It will be at least another year before the free drivers are up to what ATI's crappy proprietary drivers are now. Even worse, right now you can get the proprietary drivers running on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and not at all on Fedora 13. Literally, ATI's Linux drivers are at least 12 months behind, and the free ones are 12 months behind that. Unless somebody gives ATI a swift kick in the nuts the situation does not look good. --Bob On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com wrote: Spoiler Alert. It's like the ratman drawing that says She's watching you. Canonical is she in that case. I'm personally a fan of Fedora, but if Steam on GNU/Linux is distributed as a tarball, that'd be best in the interests of Valve. Even if some people (mainly Ubuntu users) would be a bit stuck on the concept of a tarball, it'd be minimal work for Valve, and maximum cross-distribution compatibility. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 16:49, Harry Jeffery harry101jeff...@googlemail.com wrote: It's all down to personal opinion, as long as it does what you need quickly and effectively then it's fine. I've yet to see the dark side in cannonical so I honestly can't say much about their ethics. Either way, I 3 Linux and so should Valve. On 15 June 2010 00:19, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well a few points: The commands in the Linux Commandline... and well those on any UNIX or UNIX Workalike have not really changed since the 1970s. You could pick up a book on BASH or TCSH from the 1970s, and still have most of what you should do. This kind of has allowed for tools to be put around these base functions, such as autocomplete, history and well--quite a few other really handy tools, to be added into the Linux CLI, to make its functionality go above and beyond anything cmd.exe is capable of. I still have yet to look into Microsoft's PowerShell though. This is why most Linux users use the CLI. It has developed into an experience that is completely unlike the root canal that is cmd.exe. You can actually go in, and get some functionality from it. A lot of functionality too. It also gives the feeling that the user has more direct control--without that Pesky GUI in the way (though, technically, this just has a bunch of other items typically in the way, such as init.d, bash, various bash extensions--maybe screen... you are just trading one thing in the way, that is, a GUI, for another thing, that is a CLI). Now, that said--there are plenty of Desktop Environments ('DE') that Linux can make use of, that pretty much make requirement of CLI use unnecessary. That is, between KDE4, LXDE, XFCE, E17 and GNOME2/GTK, the average Linux user nearly never has to do anything on the CLI. Unless something has gone horribly wrong. In which case, he should be able to get the local Linux Admin to fix it. As that technically is what he'd do if something went horribly wrong on Windows. He'd get his local Windows Expert to fix it. The required use of the CLI rather than GUI to properly use Linux, is much like how using Vi is required rather than EMACS for the proper use of Linux. Also, I use Fedora, and typically find it a LOT easier to work with than Ubuntu. This maybe, because Fedora tries not to be a bunch of asshats to the people upstream. The same cannot be said about Canonical, the owners of Ubuntu. Where, from what I have seen on their policies by past actions... their MAIN desire is to be asshats to the upstream. I have a long winded rant on why I do not like Ubuntu... I mostly just state that nobody uses Ubuntu Linux. Typically most people go over to another Linux Distro afterwards, generally agreeing that no matter what Linux Distro they go to, be it Fedora, Puppy (well, prior to being based on Ubuntu), Arch, Slack, Gentoo, Knoppix, CentOS, LFS, etc., is better than Ubuntu... either that, or they return to Windows--only using Ubuntu as a rescue disk setup. Right, now then. Back to your regular discussion ~Katrina On Sunday, June 13, 2010 07:20:08 am Harry Jeffery wrote: People like the command line because it's very fast to do what you want if you know what you are doing. So far ubuntu seems to be the most user friendly linux distro and what a majority of
Re: [hlcoders] Source Engine 2!!!
This also adds a rather odd burden here, that allows Linux to get a better standing for gaming. It is not that unknown that without mixing, Linux generally does not require anywhere near as much over head to run as windows. The minimum requirements to run a GUI on Linux is about 256MiB of RAM. This even includes GUIs like KDE and Gnome. Though XFCE and LXCE would be better if you really did only have 256MiB of RAM (well if you were using a DE... and not a slimmed down WM with only a few programs loaded into it) You can do just fine win 1GiB of RAM. Linux also, as an OS can run on some old Intel boards--that running an OS on would other wise be insane today. a Pentium 1 can still get (some) use with Linux. Not enough to really be noteworthy as a desktop PC... but, this is a lot less than the least you will get Windows 7 onto. So we have a nice toss up here: 1: Linux requires Software Rendering in place. IE: how rendering was done, before we got silly things like TNT and Voodoo on the market. 2: Linux requires significantly less overhead to run, as far as OS goes. If we can get it so that we can show Steam running on Linux, using mostly Software Rendering, and getting it to run as fast as the same game on Windows, on comparable hardware... This will definitely sell Linux as an OS... Which in turn will get various Graphics Card makers on board to add their support. You know--I kind of want to see somebody work on that goal then. I am almost ready to dig up some old books that go over the theory of 3d programming, just to pull make a software rendering engine for this idea. On Monday, June 14, 2010 07:59:45 pm Darren VanBuren wrote: Yes, 3D drivers are definitely quite lacking on the GNU/Linux front, but if Valve shows support for the development of these drivers, this may prompt certain GPU manufacturers to step up their GNU/Linux driver development. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 18:35, Bob Somers magicbob...@gmail.com wrote: Something to consider, though, is that the 3D driver support is years behind from *ahem* a particular GPU manufacturer. I won't embarrass them by saying their name, so I'll just say their initials: ATI. Their driver support for Linux is, frankly, pathetic at best. The Fedora team is trying to solve this with their new free drivers in Fedora 13 (which, I'll admit, are quite good), but it's still not up to par with what you need to run a game. For example, the new free drivers have very little (read: practically none) support for basic vertex and fragment shaders. It will be at least another year before the free drivers are up to what ATI's crappy proprietary drivers are now. Even worse, right now you can get the proprietary drivers running on Fedora 11 alright, sort-of on Fedora 12 with some ugly hackery, and not at all on Fedora 13. Literally, ATI's Linux drivers are at least 12 months behind, and the free ones are 12 months behind that. Unless somebody gives ATI a swift kick in the nuts the situation does not look good. --Bob On Mon, Jun 14, 2010 at 5:01 PM, Darren VanBuren onekop...@gmail.com wrote: Spoiler Alert. It's like the ratman drawing that says She's watching you. Canonical is she in that case. I'm personally a fan of Fedora, but if Steam on GNU/Linux is distributed as a tarball, that'd be best in the interests of Valve. Even if some people (mainly Ubuntu users) would be a bit stuck on the concept of a tarball, it'd be minimal work for Valve, and maximum cross-distribution compatibility. Darren L. VanBuren = http://theoks.net/ On Mon, Jun 14, 2010 at 16:49, Harry Jeffery harry101jeff...@googlemail.com wrote: It's all down to personal opinion, as long as it does what you need quickly and effectively then it's fine. I've yet to see the dark side in cannonical so I honestly can't say much about their ethics. Either way, I 3 Linux and so should Valve. On 15 June 2010 00:19, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well a few points: The commands in the Linux Commandline... and well those on any UNIX or UNIX Workalike have not really changed since the 1970s. You could pick up a book on BASH or TCSH from the 1970s, and still have most of what you should do. This kind of has allowed for tools to be put around these base functions, such as autocomplete, history and well--quite a few other really handy tools, to be added into the Linux CLI, to make its functionality go above and beyond anything cmd.exe is capable of. I still have yet to look into Microsoft's PowerShell though. This is why most Linux users use the CLI. It has developed into an experience that is completely unlike the root canal that is cmd.exe. You can actually go in, and get some functionality from it. A lot of functionality too. It also gives the feeling that
Re: [hlcoders] Source Engine 2!!!
+1 with Harry. Migrating to an other platform (OSX) was the biggest effort : quitting Windows context for a context very closed to Linux. Now adapting code done for OSX to Linux is a minimal effort and it is definitely what we all dream about. Of course it's not done yet but the first step is done and we can really expect them to condider Linux mid-term. J. Le 12 juin 2010 à 13:40, Harry Jeffery harry101jeff...@googlemail.com a écrit : Apple products aren't bad in their own nature. I just hate them because of how much apple charge for their computers. Also the whole business plan of shutting out ANYTHING and EVERYTHING that apple deicdes to compete with is ridiculously stupid. Developing for iPad,iPod Touch, iPhone is worse than developing for consoles. If apple want people to switch they need to price their products according to their value, not 3x their value. $800 for an iPad? My $400 netbook can do way more than that thing. A guy built a tablet of his own recently, it's running windows 7 and is so much more powerful than the iPad in every single way. Oh, and it only cost him $670 for all the parts, he didn't buy in bulk either. Cheaper than the iPad, and more functional. Linux is a far greater platform than OSX, the price, customizabilty and the community is amazing. You're not going to get bitched at by the community because your program doesn't look the same as all their other ones. Source and Steam for Linux, make that the E3 surprise. On 12 June 2010 05:44, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well--Apples are not that unfriendly to developers. They are not all the friendly though either. On Apple, they have access to Obj-C, Mono, C and C++. OSX also is a fork of FreeBSD... however a friend of mine is quote as say OSX was once BSD, like the Orcs were once Elves. Apple Computers is one of the main pushers of WebKit which is one of the most highly supportive web renders for the current standard set. Apple has also been known to interact and deal with the KDE product--as well as a few other FlOSS projects. As tenchically, Webkit is a KDE project. Add to that, OSX is the choice OS to talk with IPhone, iTouch, iPad and the iPod. We also have the graphics, design and film users mostly using Apples. The only reason that you do not get as many of the developers as say on Linux/BSD is because Apple Hardware is insanely expensive. Myself, if I could afford it, I would be buying Apples like nothing else. You also get the REALLY insane people talking about Hackintoshes. Never mind the constant rumours for the past few years on the idea of the iConsole. That is, possibly Apple Computers entering into the gaming console market. Now--we have Steam and a Mac Source API. *looks around* Oh right, now to add something else just as crazy as the rest of this: there is a fork in MAH EAR! Meh--I wish I could get my head out of the clouds and back into reality. ~Katrina On Friday, June 11, 2010 08:16:02 pm Keeper wrote: Thinking about this ... how much development do people think will happen on macs? In the school/academic world, it makes sense because of the availability to larger groups of macs. In the real world, however, most people who code don't use macs. Is that trend changing? I'm not a mac hater, I just know in the business world they aren't generally used for this. As far as moving the steam platform to mac, that makes total sense. Outside of advertising/art departments macs are known as being home computers. Just wondering if it makes sense from a developers standpoint. Keeper -Original Message- From: Byron Mallett [mailto:byrona...@gmail.com] Sent: Friday, June 11, 2010 9:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! I've managed to get my course coordinator for my Digital media course quite interested in the possibilities of Source modding as something to add to our Mac lab. Now all we need is an SDK to play around with. :D ___ 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
Re: [hlcoders] Source Engine 2!!!
And thats the end of that Chapter!!! Back to what Katrina Said about endifs and indefs for different systems doesn't the Cry 3 engine have some kind of system So that when you compile the code on the PC the code is simultaneously converted to Xbox and PS3 code. Would something similar not just be handy for Mac and Linux. I know the engine would need a major re haul as it is but just a thought. That way porting would be a piece of (Portal)cake and the SDK would be a little less Rtarded. Well i can still dream cant i? ;p Cathal Ireland ___ 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!!!
I'd like to share a few experiences about porting code and writing portable code. Scroll down, if you just want my thoughts on how portable the Source Engine is. Recently I've been porting my in-development digital distribution platform to GNU/Linux for the fun of it. Naturally, most of my code didn't work right out of the box. But it is worth that several subsystems actually worked at the first attempt, or with an edit or two. For instance, my string system and parser classes/functions compiled right away. However, stuff like accessing the filesystem, multithreading, user interfaces, networking, and so on didn't work because it relied on the Windows API. The interesting part here is that POSIX does things differently; but almost in the same manner as Windows. That means for each Windows API call you use, there is often one or more POSIX calls that does the same thing (if you add a little abstraction, that is). Now, some of you heavily suggested the use of #ifdefs all around the code. You should not use #ifdefs each time you rely on platform specific behavior, but only in shared function calls or in headers. For instance, if you have to open a file. On Windows you can call the CreateFile function, while POSIX supports the open function. That means for each file opening, you need to write something like. #ifdef linux int FileHandle = open(Path, Flags); #elif defined(WIN32) HANDLE FileName = CreateFile(...) #endif Naturally, this isn't very pretty. And if this was used all over the Source Engine you would spend a lot of time writing #ifdefs and checking platform specific documentation. However, I am not saying #ifdefs are a bad idea. But instead of using them all over your code, you should move them to a shared class or function that simply implements all this once. In my code, I declared an abstract baseclass called MaxsiFileSystem that implements all the common functions to access the local filesystem. So now when I wish to open a file for reading, I would call: MaxsiHandle FileHandle = FileSystem()-OpenFile(Path, MAXSI_FILE_READ | MAXSI_FILE_SEQUENTIAL); This additional layer of abstraction makes it very easy to add support for new platforms as you just have to define a new child of the abstract baseclass. I have also added such a layer for my Window System. This means I call my own APIs in my actual code, and then it redirects it to the Windows API or GTK+ depending on your platform. You might also have noticed I implemented a FileSystem() function, in the same manner I have implemented a WindowSystem() function that returns the window system in use by the current function/class. This makes it easy to simply swap the window system on the fly. For instance, my source mod links against my distribution platform (LGPL) and my mod then implements some of these interfaces. It could implement the MaxsiWindowSystem class using VGUI and then my programs could be natively drawn ingame with mininal work. Other porting issues includes how the VS compiler breaks a lot of the C99 standard. To counter this, I have simply declared a lot of macros in my header files that replaces platform specific behavior. #defines are very powerful for this. For example, to declare a thread-specific variable, I would use this header define: #ifdef __GNUC__ #define MAXSI_THREADED_VARIABLE __thread #else #define MAXSI_THREADED_VARIABLE __declspec( thread ) #endif And then use the MAXSI_THREADED_VARIABLE macro to declare each threaded variable. My experience is also that the GNU Compilers throw much more errors and warnings than the Visual Studio compiler - and it is often right to do so. Visual Studio teaches you to write bad standards-breaking code, even if you just compile using MinGW you will get to fix a lot of issues that makes your code rather non-portable. (Like avoiding Microsoft-specific extensions to the C Library, in some cases.) But Microsoft did break the standard enough that you might need to use some of the above methods for porting, just to get your code compiling using MinGW. Now to return to the Source Engine. In my experience a lot of stuff in the SDK code is already defined using interfaces, classes, and such. That means the actual porting issues have been outsourced to the Engine. This, in turn, means that the SDK code will be rather easy to port compared to the Engine. Fortunately, as the Source Engine already is highly modular using interfaces, it is easy to just swap a DX renderer with OpenGL. As such, they already have the framework to make their code work on new platforms - all they have to do is implement their interfaces using the local system calls. If you start to do this on the low-level interfaces and move upward, then soon your program starts working in all its glory. As for a Steam Client for GNU/Linux. It exists. I lost the link, but it seems that Valve uploads nightly builds of their Steam Client, and each day it works just a
Re: [hlcoders] Source Engine 2!!!
CryEngine 3 does this because it's game code is scripted, and their maps aren't compiled in the same way that the Source Engine is for instance. Therefore when the scripts or maps are changed on the computer, it's copied to the consoles. To do this on the Source Engine would require a major rewrite. On 13 June 2010 11:23, cathal mc nally mcnallycat...@yahoo.ie wrote: And thats the end of that Chapter!!! Back to what Katrina Said about endifs and indefs for different systems doesn't the Cry 3 engine have some kind of system So that when you compile the code on the PC the code is simultaneously converted to Xbox and PS3 code. Would something similar not just be handy for Mac and Linux. I know the engine would need a major re haul as it is but just a thought. That way porting would be a piece of (Portal)cake and the SDK would be a little less Rtarded. Well i can still dream cant i? ;p Cathal Ireland ___ 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
Re: [hlcoders] Source Engine 2!!!
Valve already said that when they compile a mac and windows version are made. I don't know how they are doing this but as the only non modular part of Source is the engine, I'm guessing they have a compile script that places in the corect modules for mac or windows. Gabriel Smith On Jun 13, 2010, at 6:23 AM, cathal mc nally mcnallycat...@yahoo.ie wrote: And thats the end of that Chapter!!! Back to what Katrina Said about endifs and indefs for different systems doesn't the Cry 3 engine have some kind of system So that when you compile the code on the PC the code is simultaneously converted to Xbox and PS3 code. Would something similar not just be handy for Mac and Linux. I know the engine would need a major re haul as it is but just a thought. That way porting would be a piece of (Portal)cake and the SDK would be a little less Rtarded. Well i can still dream cant i? ;p Cathal Ireland ___ 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!!!
People like the command line because it's very fast to do what you want if you know what you are doing. So far ubuntu seems to be the most user friendly linux distro and what a majority of linux gamers might use. Personally I'd just use arch-linux and optimize my system...a lot. As long as nVidia release decent linux drivers it's all good. On 13 June 2010 14:01, Adam Buckland adamjbuckl...@gmail.com wrote: A couple of things: Elan Ruskin gave a good talk on porting to consoles at GDC08. The slides are on Valve's website. There's something in there that may help you here: #ifdef __GNUC__ #define MAXSI_THREADED_VARIABLE __thread #else #define MAXSI_THREADED_VARIABLE __declspec( thread ) #endif You may wish to use another define for windows rather than an else statement in case you wish to port it somewhere else in the future. Also I agree, the Mac and Linux ports are incredibly similar. In fact, on the Mac port a shell script is executed first to determine whether it's running on OS X or Linux. Finally Linux could be a great consumer platform. Before it can become this, it needs to learn that not everyone is a power user, and make things simple. Learn from the Mac app bundles, and remove reliance on the command line (for example the output is shown on the update software). It scares normal users. That, and a lot of power users (like myself), don't want to have to rely on the command line for everything. On 13 June 2010 13:28, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: I'd like to share a few experiences about porting code and writing portable code. Scroll down, if you just want my thoughts on how portable the Source Engine is. Recently I've been porting my in-development digital distribution platform to GNU/Linux for the fun of it. Naturally, most of my code didn't work right out of the box. But it is worth that several subsystems actually worked at the first attempt, or with an edit or two. For instance, my string system and parser classes/functions compiled right away. However, stuff like accessing the filesystem, multithreading, user interfaces, networking, and so on didn't work because it relied on the Windows API. The interesting part here is that POSIX does things differently; but almost in the same manner as Windows. That means for each Windows API call you use, there is often one or more POSIX calls that does the same thing (if you add a little abstraction, that is). Now, some of you heavily suggested the use of #ifdefs all around the code. You should not use #ifdefs each time you rely on platform specific behavior, but only in shared function calls or in headers. For instance, if you have to open a file. On Windows you can call the CreateFile function, while POSIX supports the open function. That means for each file opening, you need to write something like. #ifdef linux int FileHandle = open(Path, Flags); #elif defined(WIN32) HANDLE FileName = CreateFile(...) #endif Naturally, this isn't very pretty. And if this was used all over the Source Engine you would spend a lot of time writing #ifdefs and checking platform specific documentation. However, I am not saying #ifdefs are a bad idea. But instead of using them all over your code, you should move them to a shared class or function that simply implements all this once. In my code, I declared an abstract baseclass called MaxsiFileSystem that implements all the common functions to access the local filesystem. So now when I wish to open a file for reading, I would call: MaxsiHandle FileHandle = FileSystem()-OpenFile(Path, MAXSI_FILE_READ | MAXSI_FILE_SEQUENTIAL); This additional layer of abstraction makes it very easy to add support for new platforms as you just have to define a new child of the abstract baseclass. I have also added such a layer for my Window System. This means I call my own APIs in my actual code, and then it redirects it to the Windows API or GTK+ depending on your platform. You might also have noticed I implemented a FileSystem() function, in the same manner I have implemented a WindowSystem() function that returns the window system in use by the current function/class. This makes it easy to simply swap the window system on the fly. For instance, my source mod links against my distribution platform (LGPL) and my mod then implements some of these interfaces. It could implement the MaxsiWindowSystem class using VGUI and then my programs could be natively drawn ingame with mininal work. Other porting issues includes how the VS compiler breaks a lot of the C99 standard. To counter this, I have simply declared a lot of macros in my header files that replaces platform specific behavior. #defines are very powerful for this. For example, to declare a thread-specific variable, I would use this header define: #ifdef __GNUC__ #define MAXSI_THREADED_VARIABLE __thread #else #define MAXSI_THREADED_VARIABLE __declspec( thread ) #endif And
Re: [hlcoders] Source Engine 2!!!
I asked about how they were developing for both platforms a while back, Alfred Reynold's answer: Hey Harry, we actually have our own internal tool we developed that uses a custom project definition format that is processed into the appropriate output files for each platform (so vcproj's under Windows, Xcode projects under OSX). - Alfred ___ 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!!!
Elan Ruskin gave a good talk on porting to consoles at GDC08. The slides are on Valve's website. There's something in there that may help you here: #ifdef __GNUC__ #define MAXSI_THREADED_VARIABLE __thread #else #define MAXSI_THREADED_VARIABLE __declspec( thread ) #endif You may wish to use another define for windows rather than an else statement in case you wish to port it somewhere else in the future. Of course. I should have noted that the examples I showed was not the actual code. I try to be very religious about my #ifdefs. But if I port this to another platform and try to compile, I will just get compiler errors that are easy to track back to this #ifdef. Then in this case it will be rather easy to fix it. But thanks a lot for pointing this out anyways, I tried to make a point about proper #ifdefs in my original post, but I cut it because it didn't feel relevant. I will check out the slides, though. Thanks, Jonas 'Sortie' Termansen. ___ 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!!!
Apple products aren't bad in their own nature. I just hate them because of how much apple charge for their computers. Also the whole business plan of shutting out ANYTHING and EVERYTHING that apple deicdes to compete with is ridiculously stupid. Developing for iPad,iPod Touch, iPhone is worse than developing for consoles. If apple want people to switch they need to price their products according to their value, not 3x their value. $800 for an iPad? My $400 netbook can do way more than that thing. A guy built a tablet of his own recently, it's running windows 7 and is so much more powerful than the iPad in every single way. Oh, and it only cost him $670 for all the parts, he didn't buy in bulk either. Cheaper than the iPad, and more functional. Linux is a far greater platform than OSX, the price, customizabilty and the community is amazing. You're not going to get bitched at by the community because your program doesn't look the same as all their other ones. Source and Steam for Linux, make that the E3 surprise. On 12 June 2010 05:44, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well--Apples are not that unfriendly to developers. They are not all the friendly though either. On Apple, they have access to Obj-C, Mono, C and C++. OSX also is a fork of FreeBSD... however a friend of mine is quote as say OSX was once BSD, like the Orcs were once Elves. Apple Computers is one of the main pushers of WebKit which is one of the most highly supportive web renders for the current standard set. Apple has also been known to interact and deal with the KDE product--as well as a few other FlOSS projects. As tenchically, Webkit is a KDE project. Add to that, OSX is the choice OS to talk with IPhone, iTouch, iPad and the iPod. We also have the graphics, design and film users mostly using Apples. The only reason that you do not get as many of the developers as say on Linux/BSD is because Apple Hardware is insanely expensive. Myself, if I could afford it, I would be buying Apples like nothing else. You also get the REALLY insane people talking about Hackintoshes. Never mind the constant rumours for the past few years on the idea of the iConsole. That is, possibly Apple Computers entering into the gaming console market. Now--we have Steam and a Mac Source API. *looks around* Oh right, now to add something else just as crazy as the rest of this: there is a fork in MAH EAR! Meh--I wish I could get my head out of the clouds and back into reality. ~Katrina On Friday, June 11, 2010 08:16:02 pm Keeper wrote: Thinking about this ... how much development do people think will happen on macs? In the school/academic world, it makes sense because of the availability to larger groups of macs. In the real world, however, most people who code don't use macs. Is that trend changing? I'm not a mac hater, I just know in the business world they aren't generally used for this. As far as moving the steam platform to mac, that makes total sense. Outside of advertising/art departments macs are known as being home computers. Just wondering if it makes sense from a developers standpoint. Keeper -Original Message- From: Byron Mallett [mailto:byrona...@gmail.com] Sent: Friday, June 11, 2010 9:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! I've managed to get my course coordinator for my Digital media course quite interested in the possibilities of Source modding as something to add to our Mac lab. Now all we need is an SDK to play around with. :D ___ 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!!!
into reality. ~Katrina On Friday, June 11, 2010 08:16:02 pm Keeper wrote: Thinking about this ... how much development do people think will happen on macs? In the school/academic world, it makes sense because of the availability to larger groups of macs. In the real world, however, most people who code don't use macs. Is that trend changing? I'm not a mac hater, I just know in the business world they aren't generally used for this. As far as moving the steam platform to mac, that makes total sense. Outside of advertising/art departments macs are known as being home computers. Just wondering if it makes sense from a developers standpoint. Keeper -Original Message- From: Byron Mallett [mailto:byrona...@gmail.com] Sent: Friday, June 11, 2010 9:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! I've managed to get my course coordinator for my Digital media course quite interested in the possibilities of Source modding as something to add to our Mac lab. Now all we need is an SDK to play around with. :D ___ 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!!!
of the developers as say on Linux/BSD is because Apple Hardware is insanely expensive. Myself, if I could afford it, I would be buying Apples like nothing else. You also get the REALLY insane people talking about Hackintoshes. Never mind the constant rumours for the past few years on the idea of the iConsole. That is, possibly Apple Computers entering into the gaming console market. Now--we have Steam and a Mac Source API. *looks around* Oh right, now to add something else just as crazy as the rest of this: there is a fork in MAH EAR! Meh--I wish I could get my head out of the clouds and back into reality. ~Katrina On Friday, June 11, 2010 08:16:02 pm Keeper wrote: Thinking about this ... how much development do people think will happen on macs? In the school/academic world, it makes sense because of the availability to larger groups of macs. In the real world, however, most people who code don't use macs. Is that trend changing? I'm not a mac hater, I just know in the business world they aren't generally used for this. As far as moving the steam platform to mac, that makes total sense. Outside of advertising/art departments macs are known as being home computers. Just wondering if it makes sense from a developers standpoint. Keeper -Original Message- From: Byron Mallett [mailto:byrona...@gmail.com] Sent: Friday, June 11, 2010 9:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! I've managed to get my course coordinator for my Digital media course quite interested in the possibilities of Source modding as something to add to our Mac lab. Now all we need is an SDK to play around with. :D ___ 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!!!
: Well--Apples are not that unfriendly to developers. They are not all the friendly though either. On Apple, they have access to Obj-C, Mono, C and C++. OSX also is a fork of FreeBSD... however a friend of mine is quote as say OSX was once BSD, like the Orcs were once Elves. Apple Computers is one of the main pushers of WebKit which is one of the most highly supportive web renders for the current standard set. Apple has also been known to interact and deal with the KDE product--as well as a few other FlOSS projects. As tenchically, Webkit is a KDE project. Add to that, OSX is the choice OS to talk with IPhone, iTouch, iPad and the iPod. We also have the graphics, design and film users mostly using Apples. The only reason that you do not get as many of the developers as say on Linux/BSD is because Apple Hardware is insanely expensive. Myself, if I could afford it, I would be buying Apples like nothing else. You also get the REALLY insane people talking about Hackintoshes. Never mind the constant rumours for the past few years on the idea of the iConsole. That is, possibly Apple Computers entering into the gaming console market. Now--we have Steam and a Mac Source API. *looks around* Oh right, now to add something else just as crazy as the rest of this: there is a fork in MAH EAR! Meh--I wish I could get my head out of the clouds and back into reality. ~Katrina On Friday, June 11, 2010 08:16:02 pm Keeper wrote: Thinking about this ... how much development do people think will happen on macs? In the school/academic world, it makes sense because of the availability to larger groups of macs. In the real world, however, most people who code don't use macs. Is that trend changing? I'm not a mac hater, I just know in the business world they aren't generally used for this. As far as moving the steam platform to mac, that makes total sense. Outside of advertising/art departments macs are known as being home computers. Just wondering if it makes sense from a developers standpoint. Keeper -Original Message- From: Byron Mallett [mailto:byrona...@gmail.com] Sent: Friday, June 11, 2010 9:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! I've managed to get my course coordinator for my Digital media course quite interested in the possibilities of Source modding as something to add to our Mac lab. Now all we need is an SDK to play around with. :D ___ 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!!!
not wanting to pay for stuff (Like I said earlier, Linux users tend to be more anal about paying for anything that should get paid for). This topic kind of came about as an Off Topic tangent, based on me pointing out that the hlcoders mailing list should probably get a leak into whatever the API changes will be, based on the E3 Surprise, so as to allow for early adoption. Yeah--some of it got tidied out, it appears ~Katrina On 12 June 2010 05:44, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well--Apples are not that unfriendly to developers. They are not all the friendly though either. On Apple, they have access to Obj-C, Mono, C and C++. OSX also is a fork of FreeBSD... however a friend of mine is quote as say OSX was once BSD, like the Orcs were once Elves. Apple Computers is one of the main pushers of WebKit which is one of the most highly supportive web renders for the current standard set. Apple has also been known to interact and deal with the KDE product--as well as a few other FlOSS projects. As tenchically, Webkit is a KDE project. Add to that, OSX is the choice OS to talk with IPhone, iTouch, iPad and the iPod. We also have the graphics, design and film users mostly using Apples. The only reason that you do not get as many of the developers as say on Linux/BSD is because Apple Hardware is insanely expensive. Myself, if I could afford it, I would be buying Apples like nothing else. You also get the REALLY insane people talking about Hackintoshes. Never mind the constant rumours for the past few years on the idea of the iConsole. That is, possibly Apple Computers entering into the gaming console market. Now--we have Steam and a Mac Source API. *looks around* Oh right, now to add something else just as crazy as the rest of this: there is a fork in MAH EAR! Meh--I wish I could get my head out of the clouds and back into reality. ~Katrina On Friday, June 11, 2010 08:16:02 pm Keeper wrote: Thinking about this ... how much development do people think will happen on macs? In the school/academic world, it makes sense because of the availability to larger groups of macs. In the real world, however, most people who code don't use macs. Is that trend changing? I'm not a mac hater, I just know in the business world they aren't generally used for this. As far as moving the steam platform to mac, that makes total sense. Outside of advertising/art departments macs are known as being home computers. Just wondering if it makes sense from a developers standpoint. Keeper -Original Message- From: Byron Mallett [mailto:byrona...@gmail.com] Sent: Friday, June 11, 2010 9:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! I've managed to get my course coordinator for my Digital media course quite interested in the possibilities of Source modding as something to add to our Mac lab. Now all we need is an SDK to play around with. :D ___ 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!!!
I'd just lve valve if Source 2010 supported linux and so did steam. On 11 June 2010 04:06, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Yeah--it is kind of irritating that before they moved to Mac OS X people kind of were all about the whole it is hard to port from windows Now people are doing the whole well, just because it was on Win and OSX does not mean any other system is an option I dunno--I hope that the new Source engine takes a hint from some of John Carmack's work... and is rather insanely platform independant (well, the C/C++ code anyways) and on top of that: insanely platform aware. That is, if certain optimization are on a platform, make use of those (such as rendering hardware, systems that can thread (so to not need to use forks), FPU, etc., etc.). Remember when the head of Squeenix mentioned that specific platforms were not the future? If we got this set up with Source and Steam--there would be no stopping this delivery method and engine. I mean, all it really takes is a few of the follow in key places: #ifdef USE_WINDOWS #endif #ifdef USE_OSX #endif #ifdef USE_Wii #endif #ifdef USE_PS3 #endif #ifdef USE_AMIGA #endif #ifdef USE_LINUX #end (then have a define passed into your compiler at compile time) And, it really is not that hard to find (or create) tool chains, to target a different platform. Like say compiling something that will run on an ARM based linux from AMD64 Windows.. or from something exotic, like say SPARC Linux to MIPS based AMIGA (however, this DOES require that any libraries you will be compiling against, be available for what your target platform will be, on the system compiling it). Though--I REALLY doubt, that this would be part of the announcement. I mean, Source and Steam designed in a rather comprehensive manner, to allow multiple hardware targets (which, BTW, was why the languages C and C++ were created: to target multiple hardware platforms)--I dunno... from what I have ranted about here, I may as well put on a tin foil boony hat, and yell on the street corner about how they put fluoride in the water. My suggests sound just as crazy. Here is hoping, Katrina Payne PS Crosses fingers. On Thursday, June 10, 2010 01:07:41 pm Joel R. wrote: Is this the big surprise for E3?! I hope it is, that would so rock! ___ 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!!!
There are quite a few projects that they need to keep running In order of games i play 1) Left4dead 2) Episodes 3) Counter-Strike 4) TF 5) Portal 6) Hidden projects that they are not talking about yet (Half-Life 3) Owner Nigredo Studios http://www.nigredostudios.com --- On Fri, 11/6/10, Katrina Payne fullmetalhar...@nimhlabs.com wrote: From: Katrina Payne fullmetalhar...@nimhlabs.com Subject: Re: [hlcoders] Source Engine 2!!! To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Friday, 11 June, 2010, 1:06 PM Yeah--it is kind of irritating that before they moved to Mac OS X people kind of were all about the whole it is hard to port from windows Now people are doing the whole well, just because it was on Win and OSX does not mean any other system is an option I dunno--I hope that the new Source engine takes a hint from some of John Carmack's work... and is rather insanely platform independant (well, the C/C++ code anyways) and on top of that: insanely platform aware. That is, if certain optimization are on a platform, make use of those (such as rendering hardware, systems that can thread (so to not need to use forks), FPU, etc., etc.). Remember when the head of Squeenix mentioned that specific platforms were not the future? If we got this set up with Source and Steam--there would be no stopping this delivery method and engine. I mean, all it really takes is a few of the follow in key places: #ifdef USE_WINDOWS #endif #ifdef USE_OSX #endif #ifdef USE_Wii #endif #ifdef USE_PS3 #endif #ifdef USE_AMIGA #endif #ifdef USE_LINUX #end (then have a define passed into your compiler at compile time) And, it really is not that hard to find (or create) tool chains, to target a different platform. Like say compiling something that will run on an ARM based linux from AMD64 Windows.. or from something exotic, like say SPARC Linux to MIPS based AMIGA (however, this DOES require that any libraries you will be compiling against, be available for what your target platform will be, on the system compiling it). Though--I REALLY doubt, that this would be part of the announcement. I mean, Source and Steam designed in a rather comprehensive manner, to allow multiple hardware targets (which, BTW, was why the languages C and C++ were created: to target multiple hardware platforms)--I dunno... from what I have ranted about here, I may as well put on a tin foil boony hat, and yell on the street corner about how they put fluoride in the water. My suggests sound just as crazy. Here is hoping, Katrina Payne PS Crosses fingers. On Thursday, June 10, 2010 01:07:41 pm Joel R. wrote: Is this the big surprise for E3?! I hope it is, that would so rock! ___ 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!!!
Well--yeah. There would be some older stuff that will have issues... that may need to be scrambled to support what essentially would be a majorly updated framework. I dunno--from my lurking so far, the main issue with the porting of these games are more the methodology in how the Engine currently works. Though, it may be possible to set up a system to make the older Source games work natively on a cross platform engine of sorts. Most of it would be done via having a set of depreciated method calls for anything that would be an issue in itself. The depreciated methods would point to newer methods as a substitute at first. Until enough time has passed to allow all the code to be updated to fit the new engine. Even that said--it is not like transitioning to these slight changes that would be need is really that easy to do. I think it would be good for how Linux Users are currently seen by Marketing departments. As well--typically we are seen as wanting everything for free-- or something silly like that. I dunno--I have generally known most fellow Linux users to be more anal about paying for software, in comparison to Windows users which I hear over and over again the suggestion of Just Pirate it! (which this is entirely anecdotal, but most Linux users I have known would not want anything to do with that person) Again--this is just a pie in the sky dream--it probably is just them announcing finally releasing Episodes of Duke Nukem Forever--or something along the lines of being more possible. ~ Katrina Payne On Friday, June 11, 2010 12:27:01 am Adam amckern McKern wrote: There are quite a few projects that they need to keep running In order of games i play 1) Left4dead 2) Episodes 3) Counter-Strike 4) TF 5) Portal 6) Hidden projects that they are not talking about yet (Half-Life 3) Owner Nigredo Studios http://www.nigredostudios.com --- On Fri, 11/6/10, Katrina Payne fullmetalhar...@nimhlabs.com wrote: From: Katrina Payne fullmetalhar...@nimhlabs.com Subject: Re: [hlcoders] Source Engine 2!!! To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Friday, 11 June, 2010, 1:06 PM Yeah--it is kind of irritating that before they moved to Mac OS X people kind of were all about the whole it is hard to port from windows Now people are doing the whole well, just because it was on Win and OSX does not mean any other system is an option I dunno--I hope that the new Source engine takes a hint from some of John Carmack's work... and is rather insanely platform independant (well, the C/C++ code anyways) and on top of that: insanely platform aware. That is, if certain optimization are on a platform, make use of those (such as rendering hardware, systems that can thread (so to not need to use forks), FPU, etc., etc.). Remember when the head of Squeenix mentioned that specific platforms were not the future? If we got this set up with Source and Steam--there would be no stopping this delivery method and engine. I mean, all it really takes is a few of the follow in key places: #ifdef USE_WINDOWS #endif #ifdef USE_OSX #endif #ifdef USE_Wii #endif #ifdef USE_PS3 #endif #ifdef USE_AMIGA #endif #ifdef USE_LINUX #end (then have a define passed into your compiler at compile time) And, it really is not that hard to find (or create) tool chains, to target a different platform. Like say compiling something that will run on an ARM based linux from AMD64 Windows.. or from something exotic, like say SPARC Linux to MIPS based AMIGA (however, this DOES require that any libraries you will be compiling against, be available for what your target platform will be, on the system compiling it). Though--I REALLY doubt, that this would be part of the announcement. I mean, Source and Steam designed in a rather comprehensive manner, to allow multiple hardware targets (which, BTW, was why the languages C and C++ were created: to target multiple hardware platforms)--I dunno... from what I have ranted about here, I may as well put on a tin foil boony hat, and yell on the street corner about how they put fluoride in the water. My suggests sound just as crazy. Here is hoping, Katrina Payne PS Crosses fingers. On Thursday, June 10, 2010 01:07:41 pm Joel R. wrote: Is this the big surprise for E3?! I hope it is, that would so rock! ___ 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!!!
Guys, Valve have already revealed that the surprise is about Portal 2 (mainly to stop people expecting EP3 and being disappointed when it doesn't arrive). Therefore it's going to be either Portal 2 for Linux or Portal 2 for Wii On 11 June 2010 08:26, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Well--yeah. There would be some older stuff that will have issues... that may need to be scrambled to support what essentially would be a majorly updated framework. I dunno--from my lurking so far, the main issue with the porting of these games are more the methodology in how the Engine currently works. Though, it may be possible to set up a system to make the older Source games work natively on a cross platform engine of sorts. Most of it would be done via having a set of depreciated method calls for anything that would be an issue in itself. The depreciated methods would point to newer methods as a substitute at first. Until enough time has passed to allow all the code to be updated to fit the new engine. Even that said--it is not like transitioning to these slight changes that would be need is really that easy to do. I think it would be good for how Linux Users are currently seen by Marketing departments. As well--typically we are seen as wanting everything for free-- or something silly like that. I dunno--I have generally known most fellow Linux users to be more anal about paying for software, in comparison to Windows users which I hear over and over again the suggestion of Just Pirate it! (which this is entirely anecdotal, but most Linux users I have known would not want anything to do with that person) Again--this is just a pie in the sky dream--it probably is just them announcing finally releasing Episodes of Duke Nukem Forever--or something along the lines of being more possible. ~ Katrina Payne On Friday, June 11, 2010 12:27:01 am Adam amckern McKern wrote: There are quite a few projects that they need to keep running In order of games i play 1) Left4dead 2) Episodes 3) Counter-Strike 4) TF 5) Portal 6) Hidden projects that they are not talking about yet (Half-Life 3) Owner Nigredo Studios http://www.nigredostudios.com --- On Fri, 11/6/10, Katrina Payne fullmetalhar...@nimhlabs.com wrote: From: Katrina Payne fullmetalhar...@nimhlabs.com Subject: Re: [hlcoders] Source Engine 2!!! To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Friday, 11 June, 2010, 1:06 PM Yeah--it is kind of irritating that before they moved to Mac OS X people kind of were all about the whole it is hard to port from windows Now people are doing the whole well, just because it was on Win and OSX does not mean any other system is an option I dunno--I hope that the new Source engine takes a hint from some of John Carmack's work... and is rather insanely platform independant (well, the C/C++ code anyways) and on top of that: insanely platform aware. That is, if certain optimization are on a platform, make use of those (such as rendering hardware, systems that can thread (so to not need to use forks), FPU, etc., etc.). Remember when the head of Squeenix mentioned that specific platforms were not the future? If we got this set up with Source and Steam--there would be no stopping this delivery method and engine. I mean, all it really takes is a few of the follow in key places: #ifdef USE_WINDOWS #endif #ifdef USE_OSX #endif #ifdef USE_Wii #endif #ifdef USE_PS3 #endif #ifdef USE_AMIGA #endif #ifdef USE_LINUX #end (then have a define passed into your compiler at compile time) And, it really is not that hard to find (or create) tool chains, to target a different platform. Like say compiling something that will run on an ARM based linux from AMD64 Windows.. or from something exotic, like say SPARC Linux to MIPS based AMIGA (however, this DOES require that any libraries you will be compiling against, be available for what your target platform will be, on the system compiling it). Though--I REALLY doubt, that this would be part of the announcement. I mean, Source and Steam designed in a rather comprehensive manner, to allow multiple hardware targets (which, BTW, was why the languages C and C++ were created: to target multiple hardware platforms)--I dunno... from what I have ranted about here, I may as well put on a tin foil boony hat, and yell on the street corner about how they put fluoride in the water. My suggests sound just as crazy. Here is hoping, Katrina Payne PS Crosses fingers. On Thursday, June 10, 2010 01:07:41 pm Joel R. wrote: Is this the big surprise for E3?! I hope it is, that would so rock! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Bucky
Re: [hlcoders] Source Engine 2!!!
You got a link to this? I'm interested to see it - from what I saw it looked like they were using the projected texture stuff - is it more than that? Does it still use lightmaps? garry On Fri, Jun 11, 2010 at 2:22 AM, Byron Mallett byrona...@gmail.com wrote: Judging by the GameInformer screenshots of Portal 2, it already looks like they have some really interesting dynamic lighting going on in there. I'm reckoning that our big upgrade will be happening around that time. On Fri, Jun 11, 2010 at 10:37 AM, Ben Mears benmea...@gmail.com wrote: I'm hoping it's new shoes for TF2 ! On Thu, Jun 10, 2010 at 2:27 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: If they added hats to css I'd move to cspromod and never touch css ever again. It's just not right. On 10 June 2010 23:21, Arg! chillic...@gmail.com wrote: i miss duke3d, please do this valve. surely you could buy all the assets for a few bucks. perhaps the announcement is hats for cs:s On Fri, Jun 11, 2010 at 7:24 AM, 1nsane 1nsane...@gmail.com wrote: They could just release everything that was made for Duke Nukem Forever as Duke Nukem Forever Episode 1. Then 10 years later release EP2. It would make perfect sense! On Thu, Jun 10, 2010 at 4:25 PM, Dexter dex...@linux.com wrote: Maybe they're releasing Duke Nukem Forever on a new Source engine. Or maybe a new version of the Source engine and SDK that doesn't break with every update. I'm not sure which is more far fetched On Thu, Jun 10, 2010 at 2:21 PM, Sam samuelga...@gmail.com wrote: Second reason, they lost their code and have to redo everything. I giggled, hard. I doubt the announcement would be anything related to the engine, they could've done that back in GDC, E3 is about entertrainment, not development like GDC is On Thu, Jun 10, 2010 at 5:09 PM, Adam Buckland adamjbuckl...@gmail.com wrote: I'm going to go with Jeffrey, and call Portal for the Wii now. Valve said that they wanted to do a Wii game, so this could be it! On 10 June 2010 20:07, Joel R. joelru...@gmail.com wrote: Is this the big surprise for E3?! I hope it is, that would so rock! ___ 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 ___ 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
Re: [hlcoders] Source Engine 2!!!
I'd like to see the girl from Portal as a new character in TF2. ___ 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!!!
That was a girl? It seemed quite ugly. Very much so compared to the person they based it on. On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan colmsl...@gmail.com wrote: I'd like to see the girl from Portal as a new character in TF2. ___ 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!!!
She got disfigured in a portal mishap. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Friday, June 11, 2010 11:45 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! That was a girl? It seemed quite ugly. Very much so compared to the person they based it on. On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan colmsl...@gmail.com wrote: I'd like to see the girl from Portal as a new character in TF2. ___ 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
Re: [hlcoders] Source Engine 2!!!
Nonsense. The institution reminds us that the companion cube does nothing to threaten our personal comfort and desires. In fact, the whole institute building the portal gun only has our greatest safety and peace of mind, when dealing with its associates. And! They have cake. Clearly, she was disfigured before she got to the institute--where they are giving her the best care. ~Katrina On Friday, June 11, 2010 10:56:40 am Spencer 'voogru' MacDonald wrote: She got disfigured in a portal mishap. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Friday, June 11, 2010 11:45 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! That was a girl? It seemed quite ugly. Very much so compared to the person they based it on. On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan colmsl...@gmail.com wrote: I'd like to see the girl from Portal as a new character in TF2. ___ 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!!!
Swiftly going back on topic (see what I did there?)... I think as subscribers to the hlcoders mailing list we deserve a sneak peak. We promise not to leak it, if we do you can always punish us by breaking the SDK (again). :P On 11 June 2010 21:16, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Nonsense. The institution reminds us that the companion cube does nothing to threaten our personal comfort and desires. In fact, the whole institute building the portal gun only has our greatest safety and peace of mind, when dealing with its associates. And! They have cake. Clearly, she was disfigured before she got to the institute--where they are giving her the best care. ~Katrina On Friday, June 11, 2010 10:56:40 am Spencer 'voogru' MacDonald wrote: She got disfigured in a portal mishap. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Friday, June 11, 2010 11:45 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! That was a girl? It seemed quite ugly. Very much so compared to the person they based it on. On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan colmsl...@gmail.com wrote: I'd like to see the girl from Portal as a new character in TF2. ___ 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!!!
You may be onto something there. Perhaps just via a link to a place where we can learn more... just require us to agree to a nondisclosure agreement. Why? Well--to allow the people of the list to take a much easier approach as early adopters of whatever is being unveiled. I mean, even if it is only Portal 2--or even Portal Wii or Portal Linux (or Portal Atari like one person suggested--which would not really surprise me these days), this likely will mean an update to the API used for working with the games. By letting the people on hlcoders mailing list see the stuff, allows for easier adoption of its use. Oh--hey, I am taking away from my tinfoil boonie hat ranting time again... .' ~Katrina On Friday, June 11, 2010 02:42:08 pm Harry Jeffery wrote: Swiftly going back on topic (see what I did there?)... I think as subscribers to the hlcoders mailing list we deserve a sneak peak. We promise not to leak it, if we do you can always punish us by breaking the SDK (again). :P On 11 June 2010 21:16, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Nonsense. The institution reminds us that the companion cube does nothing to threaten our personal comfort and desires. In fact, the whole institute building the portal gun only has our greatest safety and peace of mind, when dealing with its associates. And! They have cake. Clearly, she was disfigured before she got to the institute--where they are giving her the best care. ~Katrina On Friday, June 11, 2010 10:56:40 am Spencer 'voogru' MacDonald wrote: She got disfigured in a portal mishap. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Friday, June 11, 2010 11:45 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! That was a girl? It seemed quite ugly. Very much so compared to the person they based it on. On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan colmsl...@gmail.com wrote: I'd like to see the girl from Portal as a new character in TF2. ___ 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!!!
Talking of ports, does anyone have a rough release date for the Mac SDK? On 11 June 2010 21:54, Katrina Payne fullmetalhar...@nimhlabs.com wrote: You may be onto something there. Perhaps just via a link to a place where we can learn more... just require us to agree to a nondisclosure agreement. Why? Well--to allow the people of the list to take a much easier approach as early adopters of whatever is being unveiled. I mean, even if it is only Portal 2--or even Portal Wii or Portal Linux (or Portal Atari like one person suggested--which would not really surprise me these days), this likely will mean an update to the API used for working with the games. By letting the people on hlcoders mailing list see the stuff, allows for easier adoption of its use. Oh--hey, I am taking away from my tinfoil boonie hat ranting time again... .' ~Katrina On Friday, June 11, 2010 02:42:08 pm Harry Jeffery wrote: Swiftly going back on topic (see what I did there?)... I think as subscribers to the hlcoders mailing list we deserve a sneak peak. We promise not to leak it, if we do you can always punish us by breaking the SDK (again). :P On 11 June 2010 21:16, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Nonsense. The institution reminds us that the companion cube does nothing to threaten our personal comfort and desires. In fact, the whole institute building the portal gun only has our greatest safety and peace of mind, when dealing with its associates. And! They have cake. Clearly, she was disfigured before she got to the institute--where they are giving her the best care. ~Katrina On Friday, June 11, 2010 10:56:40 am Spencer 'voogru' MacDonald wrote: She got disfigured in a portal mishap. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Friday, June 11, 2010 11:45 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! That was a girl? It seemed quite ugly. Very much so compared to the person they based it on. On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan colmsl...@gmail.com wrote: I'd like to see the girl from Portal as a new character in TF2. ___ 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
Re: [hlcoders] Source Engine 2!!!
I've managed to get my course coordinator for my Digital media course quite interested in the possibilities of Source modding as something to add to our Mac lab. Now all we need is an SDK to play around with. :D On Sat, Jun 12, 2010 at 10:41 AM, Adam Buckland adamjbuckl...@gmail.comwrote: Talking of ports, does anyone have a rough release date for the Mac SDK? On 11 June 2010 21:54, Katrina Payne fullmetalhar...@nimhlabs.com wrote: You may be onto something there. Perhaps just via a link to a place where we can learn more... just require us to agree to a nondisclosure agreement. Why? Well--to allow the people of the list to take a much easier approach as early adopters of whatever is being unveiled. I mean, even if it is only Portal 2--or even Portal Wii or Portal Linux (or Portal Atari like one person suggested--which would not really surprise me these days), this likely will mean an update to the API used for working with the games. By letting the people on hlcoders mailing list see the stuff, allows for easier adoption of its use. Oh--hey, I am taking away from my tinfoil boonie hat ranting time again... .' ~Katrina On Friday, June 11, 2010 02:42:08 pm Harry Jeffery wrote: Swiftly going back on topic (see what I did there?)... I think as subscribers to the hlcoders mailing list we deserve a sneak peak. We promise not to leak it, if we do you can always punish us by breaking the SDK (again). :P On 11 June 2010 21:16, Katrina Payne fullmetalhar...@nimhlabs.com wrote: Nonsense. The institution reminds us that the companion cube does nothing to threaten our personal comfort and desires. In fact, the whole institute building the portal gun only has our greatest safety and peace of mind, when dealing with its associates. And! They have cake. Clearly, she was disfigured before she got to the institute--where they are giving her the best care. ~Katrina On Friday, June 11, 2010 10:56:40 am Spencer 'voogru' MacDonald wrote: She got disfigured in a portal mishap. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Friday, June 11, 2010 11:45 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! That was a girl? It seemed quite ugly. Very much so compared to the person they based it on. On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan colmsl...@gmail.com wrote: I'd like to see the girl from Portal as a new character in TF2. ___ 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
Re: [hlcoders] Source Engine 2!!!
Thinking about this ... how much development do people think will happen on macs? In the school/academic world, it makes sense because of the availability to larger groups of macs. In the real world, however, most people who code don't use macs. Is that trend changing? I'm not a mac hater, I just know in the business world they aren't generally used for this. As far as moving the steam platform to mac, that makes total sense. Outside of advertising/art departments macs are known as being home computers. Just wondering if it makes sense from a developers standpoint. Keeper -Original Message- From: Byron Mallett [mailto:byrona...@gmail.com] Sent: Friday, June 11, 2010 9:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! I've managed to get my course coordinator for my Digital media course quite interested in the possibilities of Source modding as something to add to our Mac lab. Now all we need is an SDK to play around with. :D ___ 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!!!
A lot of indie coders use macs. So it will be popular with mod teams and such. Mark On 6/12/2010 10:16 AM, Keeper wrote: Thinking about this ... how much development do people think will happen on macs? In the school/academic world, it makes sense because of the availability to larger groups of macs. In the real world, however, most people who code don't use macs. Is that trend changing? I'm not a mac hater, I just know in the business world they aren't generally used for this. As far as moving the steam platform to mac, that makes total sense. Outside of advertising/art departments macs are known as being home computers. Just wondering if it makes sense from a developers standpoint. Keeper -Original Message- From: Byron Mallett [mailto:byrona...@gmail.com] Sent: Friday, June 11, 2010 9:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! I've managed to get my course coordinator for my Digital media course quite interested in the possibilities of Source modding as something to add to our Mac lab. Now all we need is an SDK to play around with. :D ___ 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!!!
Well--Apples are not that unfriendly to developers. They are not all the friendly though either. On Apple, they have access to Obj-C, Mono, C and C++. OSX also is a fork of FreeBSD... however a friend of mine is quote as say OSX was once BSD, like the Orcs were once Elves. Apple Computers is one of the main pushers of WebKit which is one of the most highly supportive web renders for the current standard set. Apple has also been known to interact and deal with the KDE product--as well as a few other FlOSS projects. As tenchically, Webkit is a KDE project. Add to that, OSX is the choice OS to talk with IPhone, iTouch, iPad and the iPod. We also have the graphics, design and film users mostly using Apples. The only reason that you do not get as many of the developers as say on Linux/BSD is because Apple Hardware is insanely expensive. Myself, if I could afford it, I would be buying Apples like nothing else. You also get the REALLY insane people talking about Hackintoshes. Never mind the constant rumours for the past few years on the idea of the iConsole. That is, possibly Apple Computers entering into the gaming console market. Now--we have Steam and a Mac Source API. *looks around* Oh right, now to add something else just as crazy as the rest of this: there is a fork in MAH EAR! Meh--I wish I could get my head out of the clouds and back into reality. ~Katrina On Friday, June 11, 2010 08:16:02 pm Keeper wrote: Thinking about this ... how much development do people think will happen on macs? In the school/academic world, it makes sense because of the availability to larger groups of macs. In the real world, however, most people who code don't use macs. Is that trend changing? I'm not a mac hater, I just know in the business world they aren't generally used for this. As far as moving the steam platform to mac, that makes total sense. Outside of advertising/art departments macs are known as being home computers. Just wondering if it makes sense from a developers standpoint. Keeper -Original Message- From: Byron Mallett [mailto:byrona...@gmail.com] Sent: Friday, June 11, 2010 9:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine 2!!! I've managed to get my course coordinator for my Digital media course quite interested in the possibilities of Source modding as something to add to our Mac lab. Now all we need is an SDK to play around with. :D ___ 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!!!
They could just release everything that was made for Duke Nukem Forever as Duke Nukem Forever Episode 1. Then 10 years later release EP2. It would make perfect sense! On Thu, Jun 10, 2010 at 4:25 PM, Dexter dex...@linux.com wrote: Maybe they're releasing Duke Nukem Forever on a new Source engine. Or maybe a new version of the Source engine and SDK that doesn't break with every update. I'm not sure which is more far fetched On Thu, Jun 10, 2010 at 2:21 PM, Sam samuelga...@gmail.com wrote: Second reason, they lost their code and have to redo everything. I giggled, hard. I doubt the announcement would be anything related to the engine, they could've done that back in GDC, E3 is about entertrainment, not development like GDC is On Thu, Jun 10, 2010 at 5:09 PM, Adam Buckland adamjbuckl...@gmail.com wrote: I'm going to go with Jeffrey, and call Portal for the Wii now. Valve said that they wanted to do a Wii game, so this could be it! On 10 June 2010 20:07, Joel R. joelru...@gmail.com wrote: Is this the big surprise for E3?! I hope it is, that would so rock! ___ 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
Re: [hlcoders] Source Engine 2!!!
I spent 2 hours today looking for some code on a computer before I wiped it. Finally found it in the most obscure folder. _ Stupid subversion settings. Anyway, I doubt Source Engine 2 is the surprise, Valve would call it Source 2010 anyways. I personally hope the surprise is a new SDK that's not painful to use : On 10 June 2010 20:51, Saul Rennison saul.renni...@gmail.com wrote: Lmao lost their code. That is CLASSIC Thanks, - Saul. On 10 June 2010 20:38, Joel R. joelru...@gmail.com wrote: Portal 2 isn't due to be released until 2011. There are 2 reasons this could be. First reason, this is one of the first mods their testing on Source Engine 2. Second reason, they lost their code and have to redo everything. On Thu, Jun 10, 2010 at 2:20 PM, Shawn P. Zipay digitalz...@gmail.com wrote: They already said the surprise is Portal 2 related. They made that very painfully clear in the last press release sent out about the Portal 2 delay. Shawn P. Zipay Community Manager MyInternetServices -- http://www.myinternetservices.com CS-Nation -- http://www.csnation.net Total Gaming Network -- http://www.totalgamingnetwork.com On Thu, Jun 10, 2010 at 3:16 PM, Tom Edwards t_edwa...@btinternet.com wrote: We're on Source 15 already, keep up! On 10/06/2010 8:07, Joel R. wrote: Is this the big surprise for E3?! I hope it is, that would so rock! ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders