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Submitted by puzzy, posted on April 23, 2002

Image Description, by puzzy

Here are some pics about H3D game system.Graphic system is mixed by a Bsp/Pvs/Portal in-door engine and a LOD-Quadtree.Well...It uses polygon soup from 3dsmax to construct solid space, but not from the solid brush editor like Quake and Unreal. The artist can add visibility portal by hand in 3dsmax if he can't understand how to build a good PVS environment. There is a massive multi-player net server behind it. H3D is written by C++/C . Opengl based. The Graphic System of Hardcore3D include:

H3D CULL (Hardcore3D Advanced Visibility Technology)
Elements :
  • dP(Dynamic Portal )
  • uB(Unlimited Bsp )
  • eP(Extact PVS )
  • hQ(Huge Quadtree)
  • iT(Indoor/Terrain Visibility tech)
  • eC(Efficiently Culling ) -
  • aW(Arbitrary World Construction )
  • H3D HPR (Hardcore3D High Performance Rendering Technology)
    Elements :
  • hR(High Performance Rendering Core)
  • hM(Highly Flexible Material Control)
  • hS(Highly Configurable Shader System)
  • H3D MAX WSWG (Hardcore3D MAX What You See What You Got)
    The H3D WSWG provides with a real-time rendered version of 3DSMAX scenes, models, textures and lights. The what-you-see-is-what-you-get elements includes models, shaders, diffuse map, opacity map, reflect map and bump map.

    H3D FIGHTING (Hardcore3D Advanced Skeleton Animation & Fighting System)
    The H3D fighting system implements all kinds of real-time fighting. With the implementation of skeletonal animation and hierarchical bounding volume collection detection, a precise judgment of injury can be made.

    Image of the Day Gallery


    Message Center / Reader Comments: ( To Participate in the Discussion, Join the Community )
    Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

    April 23, 2002, 06:14 PM

    Your mind works in very twisted ways :)

    zed zeek

    April 23, 2002, 06:17 PM

    perhaps if u arrange all the letters (dp,ub etc) together youll find the answer


    April 23, 2002, 06:24 PM

    [richard@mycomputer richard]$ xkill -all

    zed zeek

    April 23, 2002, 06:31 PM

    very colourful which i luv, judging from the screenshots it is quite low polygon not that theres anyhing wrong with that.
    ery impressive list of rendering achievements in the engine but no other stuff eg AI,physics etc, is this meant for a game? if so u might be in for a nasty shock (personally i find the rendering side is about 30% of the work :() in fact i would give the advice now )that im older and wiser) leave the rendering engine till last, cause say u finish it + then find u have to do another year/s on the physics etc the rendering code will have to have a major overhawl (it is the code that gets outdatted the quickest)
    anyone elses thoughts on this?

    btw puzzy rendering artifact here bottom left


    April 23, 2002, 06:46 PM

    Please, no more mmorpgs. mmorpgs are pointless.


    April 23, 2002, 07:01 PM

    that will only kill the X apps, what about those pesky shell scripts and such?

    killall -9 `ls /proc | grep ^[0-9]`

    or just

    int 0


    April 23, 2002, 07:28 PM

    whats a mmorpgs?


    April 23, 2002, 07:33 PM

    Hey nobody feeds me

    Sebastian Sylvan

    April 23, 2002, 07:37 PM

    Massively Multiplayer Online Role Playing Game

    Sniper BoB

    April 23, 2002, 07:49 PM

    smurf is a cool word substitution.... i also like "shampoo"

    I shampooed your mother


    April 23, 2002, 07:55 PM

    true, true..

    Maybe it's better to just throw the computer out of the window.
    Result: Everything killed.



    April 23, 2002, 08:39 PM

    Don't feed the trolls.


    April 23, 2002, 08:42 PM

    MMORPG's aren't pointless, just most things have been done already. If you're serious about doing one, please at least have something that sets you apart from the others.


    April 23, 2002, 08:44 PM

    I guess all of this is to say, sadly, MC BAXTON has a point. The artwork in an IOTD is often what receives the focus when, in reality, the poster intends to show off the technical abilities of his technology. And often, programmers must use "programmer art" to demonstrate their technology since they sometimes don't have an artist handy. But inevitably, it's the artwork (or lack thereof) that receives all the criticism. Never the less, the artwork was NOT the focus of the IOTD, but rather something rather unrelated.


    April 23, 2002, 08:44 PM

    Well, i tried to imagine what those words mean:

    dP(Dynamic Portal ):
    build portals on the fly, no precalculation ! Cool feature.

    uB(Unlimited Bsp ):
    unlimited bsp, only limited ny the resources on the earth, i mean
    you can have a bsp on any size, what is the resource number available on earth ?

    eP(Extact PVS ) (Extact = Exact?):
    Isn't PVS not exact anyway ?
    -> "possibly" VS -> unexact
    So, if it is exact it is no more called Possibly Visible Set, but
    Extact visible set -> EVS.

    eC(Efficiently Culling ):
    very efficient culling -> cull everything, so nothing needs to be drawn,
    engine could perform even on older videocards ! Nice idea !


    April 23, 2002, 08:51 PM

    That means everything in this industry is pointless, cuz everything is already the Xxxxxx copy of something has been created before.
    FPS, RTS, ...........
    It is not pointless !
    If it is fun, that there is a point there.


    April 23, 2002, 08:56 PM

    Looks very visually impressive. Be interesting to know what non-rendering features the engine has (Eg. Physics, networking). It would also be interesting to know how your game servers mange under a load. Any chance for a demo? Us flipcoders could do with a run around your world for a bit of artificial exercise :o)

    Congrats to both your programmers and artists, they have done a great job so far.


    April 23, 2002, 09:03 PM

    it's important to support the community by offering sound criticism as well as encouragement and advice.

    if you can not construe his posts to be one or the other it is best not to respond.

    it does take all kinds. there is humor in his posts and i don't find any real malice behind the words. it's not that funny and i could live without it, but i could also live without the 100 AMAZING!!! posts as well.

    of course if i submitted the iotd and was proud of my work i think the AMAZING!!! posts would be very nice to see.


    April 23, 2002, 09:20 PM

    There is a chance computer will continue working with the cmos-battery.


    April 23, 2002, 09:33 PM

    when does the game come out!!


    April 23, 2002, 09:41 PM

    Very nice. I really appreciate the vegetation. The terrain is a little bit unoccupied :-)



    April 23, 2002, 10:31 PM

    Yah, cool! Nice dynamic use of vegetation, and awesome links in your resources page! I somewhat agree with what some people say about how you sway the branches and grass (vary them just a tad bit, maybe), but I thought it would have been cool to see them dance with the music in the video, LOL...:)


    April 23, 2002, 10:36 PM

    Would you prefer it be the other way around? :)

    At least it shows the engine is being focused on more than the website

    henry ludemann

    April 23, 2002, 10:43 PM

    Really nice looking footage, especially the trees and grass. Beatiful artwork there. Seems funny to me that whenever someone puts up an image of average quality, everyone goes 'really nice, well done'. Whenever someone puts up an outstanding image like this, lots of people go 'really nice, but its not so good because it lacks ai/sound/game engine...'


    April 23, 2002, 11:40 PM

    That was cool. You should submit it to the IOTD list.


    April 23, 2002, 11:55 PM

    himmm, it looks like MC Baxton is getting hungry.

    time to feed him.

    "whats the problem with you"

    there we go, that should keep him alive for another 10 or more posts

    (sorry, i just find it so funny reading about all
    you people vs the MC Baxton)


    April 24, 2002, 01:27 AM

    Heh. I almost thought that I had made a post when I saw your name.


    April 24, 2002, 01:31 AM

    Damned, don't feed the animals !
    That's the zookeeper's job !


    April 24, 2002, 01:45 AM

    From the few posts I've made to forums of my work, I can say that getting positive posts that offer no real commentary or advice is still really good. MC BAXTON occasionally seems to want to stir up trouble, but also occasionally stirs up a very good discussion like this thread. Finally, I think that the people who should really be banned from the forum are the ones who say First! and nothing more.


    April 24, 2002, 02:21 AM

    In fact,there's a runable demo for TNT2 (no bump water.although I made a reflection/refraction water demo for TNT2,but it's hardware pixel/vertex shader generation.).So I am waiting for GL2 :-( I don't want to write my bump skeleton animation and pixel effect two times.When I finish motion-blend fighting system,I will release a runable h3d demo(anyone interest in Chinese Kung-Fu,not VR4,DOA but real Chinese shadowboxing ?).
    About visibility, I think it's limited that there r only convex brush in Q3 and Unreal to get BSP-Solid spaces and cells.So I use polygon soup to re-construct the solid spaces and portals(unlimited bsp).now, I can use portals and solid spaces to caculate PVS like quake.also, I can add the vis-portal by hand to get the more exact PVS and Portal Engine's CELL ,which is used by Dynamic Portal culling.after i finished them all ,I found that Q3 's editor also has Vis-Portal which can be added by hand :-( Q3 can also use it to optimize the PVS,or do portal culling in DOOM3 maybe.
    With Solid space,vis-portal and quadtree(with outdoor pvs.i am not making flight engine ,so all cameras are near the ground),I can mix in-door and out-door arbitrarily.It means, I can build the world arbitrarily without worry about over-draw and huge number of objects.
    I am far from "developing game" now.only 1-2 people to do the core tech.big game needs big money....u know....

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