crazykickboxer

03 / Warzone 2100 / RTS

Holo Battlefield

Overview

A 1999 RTS, scanned

Holo Battlefield is the point-cloud renderer ported to Warzone 2100. Terrain is reservoir-sampled from the tile heightmap with density boosted on slopes, every PIE model becomes an instanced point set, and fog of war is drawn as what it is: unscanned black void.

A heat ramp drives both colour and emissive, so fresh damage glows and cools. Wreckage and scorch marks persist. Team colours are preserved so a match stays readable, and because the RTS camera sits well back from the action you actually watch debris arc, land and stay there.

The lockstep-deterministic simulation is never touched. Multiplayer, replays and save games behave exactly as they do in the stock build.

Specification

Tech spec

Holo Battlefield technical specification
HostWarzone 2100 (1999)
TerrainReservoir sampled from the tile heightmap, slope-boosted density
ModelsInstanced point sets per PIE model
Fog of warUnscanned black void
ShadingHeat ramp drives colour and emissive
PersistenceWreckage and scorch remain on the field
ReadabilityTeam colours preserved
CameraStock pulled-back RTS view; debris arcs and lands in frame
SimulationLockstep-deterministic, untouched
LineageSame renderer core as Inferno Pointcloud

Features

What it does

  • Terrain reservoir. The heightmap is sampled into a fixed point budget; slopes and ridgelines get more points than flats, so the shape of the map reads at a glance.
  • Instanced PIE point sets. Each model is sampled once and instanced per unit or structure, which keeps hundreds of droids cheap.
  • Fog of war as void. Unscouted terrain is simply not drawn. The map is what your sensors have returned and nothing else.
  • Heat ramp. One ramp drives colour and emissive intensity. Impacts flare white, cool through scarlet and amber, and settle.
  • Persistent wreckage and scorch. Destroyed units and craters remain in the cloud for the rest of the match.
  • Team colours preserved. Faction tint survives the style, so a mixed engagement stays legible.
  • Simulation untouched. The lockstep game state is read, never written. Replays and multiplayer are byte-for-byte identical to stock.

Media

Gallery

Links