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
| Host | Warzone 2100 (1999) |
|---|---|
| Terrain | Reservoir sampled from the tile heightmap, slope-boosted density |
| Models | Instanced point sets per PIE model |
| Fog of war | Unscanned black void |
| Shading | Heat ramp drives colour and emissive |
| Persistence | Wreckage and scorch remain on the field |
| Readability | Team colours preserved |
| Camera | Stock pulled-back RTS view; debris arcs and lands in frame |
| Simulation | Lockstep-deterministic, untouched |
| Lineage | Same 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