mind=blown

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • FFR4EVA_00
    FFR Player
    • Aug 2005
    • 1770

    #31
    Re: mind=blown

    Originally posted by darkshark
    I'm pretty sure they don't have 170,000 hard drives linked together to run this, even if each "block" is instanced and taking up far less space. In the video, when they converted that elephant statue to a pointcloud, there are DEFINITELY NOT MILLIONS OF POINTS IN THAT MODEL, sure I'm sure it has the capability to render those at that sort of definition, but it's pretty god damn pointless to model anything at a 1 billion polygon level, so each model placed in this engine isn't going to actually take up all that much space.
    Originally posted by the response blog
    * I was trying to show that there was no way there was that much UNIQUE data in the world, and that everything had to be made up of repeated chunks.
    welp
    ~*~Lurkadurk - 1134-7796-6967~*~

    Comment

    • darkshark
      Nothing.
      • Nov 2004
      • 4189

      #32
      Re: mind=blown

      That's what I said?

      The point I'm trying to get at is that there are obviously going to have to be optimizations taking place with this new engine, or any other engine for that matter.

      It would be nice to have a hybrid engine that could work with polygons for animated characters and such, and voxel rendering for environments.

      Comment

      • fido123
        FFR Player
        • Sep 2005
        • 4245

        #33
        Re: mind=blown

        If it the particles would be generated with a smaller amount of data wouldn't that just make this all insanely CPU intensive?

        Comment

        • ninjaKIWI
          plain old ugly ass dumbas
          FFR Simfile Author
          • Aug 2006
          • 3304

          #34
          Re: mind=blown

          Originally posted by darkshark
          You wouldn't need to have exabyte drives sheesh. There would obviously be tweaking and optimization to each game just like the current process. Things like those clumps of dirt could be procedurally generated, which would only take up maybe 1mb worth of space instead of including each clump as a piece of geometry. Same with pretty much every other type of fine detail, procedural is the way to go.
          haha, I was just trying to be ridiculous. I mean it's not like they're going to have exabyte drives to demo it. I guess it's kind of hard to relay intent through text.


          Originally posted by darkshark
          It would be nice to have a hybrid engine that could work with polygons for animated characters and such, and voxel rendering for environments.
          The id Tech 6 engine is doing exactly this, actually.
          Originally posted by Jewpinthethird
          "Hey Keywii" Said Foil in a raspy voice.
          "Hey Foil. What's that you got there?" inquired Keywii.
          "Oh, just my cock." Replied Foil.
          "That just will not do." was keywii's response as she lunged for the scissors, pulled the blades apart, and clamped them down on the base of foil's shaft. Blood start gushing out of the wound where his penis used to be.
          "NOOOOOOOOOOOO!" Yelled Foil in horror.
          "Don't worry. I'm a wizard" uttered Keywii. And with that, Foil's penis grew back.

          Comment

          • Izzy
            Snek
            FFR Simfile Author
            • Jan 2003
            • 9195

            #35
            Re: mind=blown

            I was just thinking about something today that sort of reminded me of this concept. Say I am running 4 games at the same time all one on top of eachother. You would only be able to see the top one, yet your computer is doing all the work rendering every single game. Now I know windows is smart enough to not render explorer windows that aren't visible, but it doesn't know how to do that for games. Microsoft needs to make it so that only the visible parts are rendered so that minimizing games doesn't take any system resources.

            Comment

            • Reincarnate
              x'); DROP TABLE FFR;--
              • Nov 2010
              • 6332

              #36
              Re: mind=blown

              What the ****, how is this not just voxel tech. I smell snake oil. And lol "unlimited," way to appeal to the ignorant. And lol there's not a single animated entity in that video (as predicted) -- this is a scam, scam, scammy scam scam.

              I'm more excited about John Carmack's upcoming ID Tech 5 engine.
              Last edited by Reincarnate; 08-5-2011, 07:00 AM.

              Comment

              • stargroup100
                behanjc & me are <3'ers
                FFR Simfile Author
                FFR Music Producer
                • Jul 2006
                • 2051

                #37
                Re: mind=blown

                For a while now I wanted to say SOMETHING pertaining to this topic but any discussion related to this just feels awkward for some reason.
                Rhythm Simulation Guide
                Comments, criticism, suggestions, contributions, etc. are all welcome.

                Piano Etude Demon Fire sheet music

                Comment

                • Reach
                  FFR Simfile Author
                  FFR Simfile Author
                  • Jun 2003
                  • 7471

                  #38
                  Re: mind=blown

                  Originally posted by Reincarnate
                  What the ****, how is this not just voxel tech. I smell snake oil. And lol "unlimited," way to appeal to the ignorant. And lol there's not a single animated entity in that video (as predicted) -- this is a scam, scam, scammy scam scam.

                  I'm more excited about John Carmack's upcoming ID Tech 5 engine.
                  It is voxel tech.

                  Scam.

                  Comment

                  Working...