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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


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    Archive Notice: This thread is old and no longer active.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 Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.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 24, 2002, 03:12 AM



    April 24, 2002, 03:22 AM



    April 24, 2002, 03:51 AM

    Same ol' same ol' :)
    PVS = Potentially (or Possibly) Visible set
    PVS is also :
    Perfect Visibility Set (meaning it's perfect - everything in the set is absolutely 100% guaranteed visible)



    April 24, 2002, 04:35 AM

    How about wushu v Wing chun v Tai chi chuan etc? That would be excellent!

    Luke Philpot

    April 24, 2002, 04:51 AM

    Abso-fucking-lutely amazing!


    April 24, 2002, 05:07 AM

    That is a gE(great Engine)
    The images are sA(simply Astonishing) and uR(utterly Realistic)
    Almost forgot - gW(great Work)
    The design of the web-site is Ok as far as I'm concerned(only a few problems with spelling).

    Ok that was my tC(two Cents) ;)


    April 24, 2002, 05:23 AM

    Thanks for response, so you calculate PVS over a terrain too?!

    Sidenote: the IOTD is about comments on the image and tech behind it, not the ironic/idiotic/flame posts. There is a chance one have no idea what irony is...
    If you can not resist to flame with other ppl, sit on your balls and the feeling will pass away quickly... Because my forum parser (tm) is tired of passing the crap (%50 of the thread). Have mercy!!


    April 24, 2002, 08:03 AM

    "And furthermore, I wish people who comment on the IOTDs would *get the point* instead of griping about silly things that are NOT the point of the IOTD. "

    If the only thing someone finds wrong with a lanscape engine is the colour of the grass, then I would consider that a success. The devil is in the detail... fix the colour and someone might suggest that the variety of grass doesn't grow that high in the wild... etc... but the end result is something that feels more realistic (which I believe is the goal for a lot of engines).

    I haven't seen anyone slate this IOTD (okay, the odd troll). These comments are usually accompanied by a "Great work" statement too.



    PS: I think the engine looks awesome....


    April 24, 2002, 08:15 AM's a terrible website - just pointing that out. No need to get annoyed. :)


    April 24, 2002, 08:52 AM

    Wow, now that is impressive, only 1 or 2 people worked on the Technology? How many artists and other people? How long did it take to build? Once again good job!


    April 24, 2002, 09:35 AM

    "but the end result is something that feels more realistic (which I believe is the goal for a lot of engines)."

    But that's exactly my point. The color of the grass has nothing to do with the engine! The pic is to show off the engine -- not the artistry of the textures. Now if that WAS the point of the IOTD, to show off the artwork, then I'd agree that this is a valid complaint. But in this case, the color of the grass has nothing to do with the point of the IOTD. And that point is to show what the engine is capable of.


    April 24, 2002, 11:50 AM

    I agree with you, rendering is only a small part of a game creation process. It is not needed until some strong basis are already done. You can even write a simple rendering engine and rewrite it at the end..



    April 24, 2002, 12:40 PM

    You are incredibly ORIGINAL


    April 25, 2002, 08:19 AM

    "But that's exactly my point. The color of the grass has nothing to do with the engine! The pic is to show off the engine -- not the artistry of the textures."

    I'm sure that the Trolls on this board are capable of something more useful than just hurling abuse at the IOTD, but it's hard to tell. It is a fact that finishing touches, like artwork, make all the difference. Its very hard to notice the real-time shading when the demo model is a badly made purple kangaroo ;-)

    Of course, everyone forgives programmer art... as you say, it isn't the point of the IOTD. I still say that if the only improvement people can suggest is to correct the grammar of a post, the engine must be a success.




    April 27, 2002, 10:58 AM

    seems that outdoor scence have different scale with indoor's. is it a good solution for mmorpg?

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