Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Notch creating a new engine (for a game?)

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,362
Honestly speaking it looks "cool" to me.

Voxel Rendering will be soon future of gaming.
It is pretty much only solution to LOD problems that rise ^3 with every additional meter to render while performance only scales linearly. With voxel rendering there is no need for LOD.

What people don't seem to understand is that you don't need cubes.
Only notable voxel rendered game right now is Dreams by Media Molecule (Sony exclusive to be released next year).
They are using from what i understand distance fields which is pretty new tech which goes away with cubes and basically give you infinite smoothness much like vector based 2D graphics but in 3D.



There is no free lunch so there are issues:
- a lot of ram needed, There are no "assets and textures" per se but each voxel needs to be in memory
- undeveloped technology that can prove to be hard for current production pipelines
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom