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Video game [graphics] could take a massive leap with Euclideon's graphics engine!
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So... voxels?
OP, could you give us a bit more detail other than a link to a video? Seems there should be more available on this.
Show me something done by a developer with some physics involved and I will be impressed. Tech Demos are notoriously biased.
I read about this on Kotaku yesterday.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
http://forums.penny-arcade.com/discussion/114326/unlimited-detail#Item_3
Also IDs John Carmacks response to it
Yeah, if they can demonstrate this functioning under gaming stress, I'll be properly impressed. I'd be very surprised if the likes of Carmack have never considered anything like this.
edit: I see Carmack has already been invoked. Good. Good.
As far as I understand (don't quote me on it. No technical background. Second hand info) its not exactly Voxels but something different.
Not exactly the same thing but Carmack wants to go with voxels for ID Tech 6.
Man I thought the exact same thing.
"Why does this guy sound like an American trying to sound British?"
Initially I thought the "atoms" were distinct from voxels because they are point sources, but voxels can (and probably should) be considered point sources (in the same way that pixels are also point sources).
-Things to stay still, as in no animation (or almost none).
-A very small number of unique objects. You're allowed to have the most lifelike, realistic rocks in existence. You can zoom in on a pile of 100,000 of them from space down to microscopic level. But you're only allowed to have four unique rocks, tiled over and over until you make mountains.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
I vaguely remember some ridiculously choppy animated 'model' demo, to show that yes they could have animated stuff.
But it felt like a 3D sprite, no transition or interpolation between the frames of animation. And wasn't even integrated in a game-like demo or environment.
Would required everyone in the 3D world, people apps and pipelines to change radically to try and make it kinda work, too.
I guess they're just trying to get bought, à la PhysX.
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They are not done yet. Its basically just a status update.
Besides, speaking as an artist, detail is one of the least important things when talking 'realism'. Light and movement is practically everything.
The island stuff was new though (Or I don't remember it from old footage). Also 3 years isn't really that long.
Though yeah, theres almost no progress regarding several points or they are just horrible at showing that off.
e: crap, how do i delete posts
Also you have to remember how long it took for fancy shaders and rigging or whatnot to develop for polygons.
They still showed it off for the first time 3 years ago (And that wasn't publically). When the company was founded doesn't really matter.
Also I have no idea if this is real or not either way.
I don't see the point in being so negative about this. If it is fake then it will never make it into actual video games and then.. who cares (unless you are an investor)? It is an interesting possibility though, and certainly seems impressive. I suppose the thing to do now is wait for their next update or proper release (if that actually happens).
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Enig, it's not "fake." It's just not being totally honest about how useful it is. It's like the floating head of Mario at the start of Mario 64 - look at all those polygons, the detail, the animation! Except it takes up basically all the system resources and isn't practical for use in a game.
The reason this video exists is to create hype, which creates investors, which gets them money. If the technology is based on smoke and mirrors then they should not get hype, and they should not get money.
This is what I was wondering.
Wouldn't someone making an intelligent voxel engine do just like most polygon engines and not actually compute unnecessary details unless required? You calculate what can be seen and what you know will be seen. It's needlessly overburdening to have your engine render everything even things you will never see or manipulate. Granted, in some more poorly designed games you have obvious nonsense like ridiculous pop-in as a result of this, but it can be accounted for and planned around. I get that the amount of points to be computed would be obscene under the explanation Notch gave but that seems like a really limited way of looking at the system.
Plus, when it comes to the fine details of graphics engines I'll go with Carmack over Notch; if he's really planning on the next idtech engine to be voxel based there has to be something there that Notch doesn't understand.
Maybe it'll be some sort of hybrid engine since voxels apparently are total shit to animate.
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http://en.wikipedia.org/wiki/Id_Tech_6