JeloSWE
Member
So did you do it?Turned it off the moment he told me to go outside and get some sun. How dare he.. son of a....
So did you do it?Turned it off the moment he told me to go outside and get some sun. How dare he.. son of a....
So did you do it?
Who said it was just about destructibility?![]()
So many people are experts on software development on this board with all this "ackchually" stuff.
No, just no.
And if you think you know better, go get hired to lead a software engineering team/company. It's the same thought process that slags off a brilliantly engineered and executed game like Ratchet & Clank Rift Part, and then no one can provide a reason as to why no one else has done anything near it, if it is indeed so easy.
Makes me very excited for FF7R-2 as it'll no doubt be using UE5 and be PS5 only. One of the heads has already signalled as much: https://www.unrealengine.com/en-US/...-engine-to-modernize-final-fantasy-vii-remake
They also have the benefit of a big budget and all the groundwork from part 1.
Plus they'll have all the open environments to render between the different locations.
Novalogic did some fun stuff with their voxel engine. The Delta Force games coop were some good times.I dunno about you but Delta Force voxel engine was amazing at the time.
While it looks great, how about creating:
-Rainforest with animals and insects roaming around. Lots of foliage With leaves fluttering, and branches bending in response to wind. On top of that, lets add "rain" to the rain forest along with raytracing since water makes things shimmer. (performance would tank so bad)
-A City with lots of skyscrapers, cars, people walking around and interacting with each other, and lets add again: Rain with raytracing with the rain drops hitting and bouncing off people, cars with reflections (performance would most likely tank)
Gotta get off this rock, mountain, grass, hills trend..
edit:
All of these seem releated to an old image based application idea I had based on fractal image compression called the finitiude of the possible.
The perfect network the brain is near fractal in structure.
there are other versions in youtube and elsewhere you just have to search a bit, there are also two fractal documentaries very good stuff.NAH - the video is messed up after about 36 minutes. Now I won't be able to finish it
And its all your fault!
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euclideon ran on old laptops from hdds. And atomontage don't know what it uses. Nanite seems to use ssds, they use triangle but probably some mathematically equivalent idea to voxels, or sampling technology which is the future. What I don't know is how atom view can run 90fps vr with similar tech which is said to be not triangles or voxels.I am not in a position to judge if this is indeed viable, but it seems voxels is where it's at.
I might just need a new gen of GPUs to optimally support it on hardware level this like they did with raytracing.
euclideon ran on old laptops from hdds. And atomontage don't know what it uses. Nanite seems to use ssds, they use triangle but probably some mathematically equivalent idea to voxels, or sampling technology which is the future. What I don't know is how atom view can run 90fps vr with similar tech which is said to be not triangles or voxels.
Nanite doesn't really work for organic stuff yet and lumen doesn't support translucency (leaves!) yet so we will have to wait for updates. Engine is still in alpha and not feature complete.I guess Epic games has started a trend of creating rocks, grass, hills, mountains using unreal engine 5.0
While it looks great, how about creating:
-Rainforest with animals and insects roaming around. Lots of foliage With leaves fluttering, and branches bending in response to wind. On top of that, lets add "rain" to the rain forest along with raytracing since water makes things shimmer. (performance would tank so bad)
-A City with lots of skyscrapers, cars, people walking around and interacting with each other, and lets add again: Rain with raytracing with the rain drops hitting and bouncing off people, cars with reflections (performance would most likely tank)
Gotta get off this rock, mountain, grass, hills trend..
That's because you are not a gamedev. One tech demo does not translate to the whole systems at play in a real game.I dont understand how one person can do this but entire dev teams with budgets of $200 million cant.
fractal also important as it allows for perfect compression and nanite and microvoxel algorithms might be fractal in nature, it is also conceivable physics simulations and ai simulations might also fall to fractal like codes that as said appear to give perfect compression. More modern fractal like image supersampling might give deep learning a run for its money as I said.Now I really don't wanna talk about euclideon or unlimited detail that stuff was garbarge/vaporware for gaming.
However the word you are looking for is point cloud data.
In Terms of Resolution/Surface Area I would say:
triangle>voxel>point cloud data
Turned it off the moment he told me to go outside and get some sun. How dare he.. son of a....