Hmm so it uses voxels in some kind of point clouds. Carmack says something about it too:Polygon to voxel conversion is still young but is working as expected.
But can't you just use tessellation for those rocks and trees...
The basics of that technology is even older than accelerated vector-based 3D. Back in the day, I was playing "Comanche". That game was already using this in 1992: http://en.wikipedia.org/wiki/Comanche_series
And here's how it looked. Note that for 1992, those graphics were considered pretty l33t, as they were running on 20MHz 80386 CPUs with 4MB RAM.
Last edited by RealNC; 08-11-2011 at 07:45 AM.
And the basics for 3D are decades old, but still Crysis is innovative.
Yeah, they use old technology, but they also innovate. Give them some merit.
You have to be skeptic though, until they show more (drawbacks, etc).
As pointed out before, as far as I understand, this only works with static objects. But I guess its pretty nice for building big static environments, and then adding some classic vertex based graphics on top.
Maybe its also possible to make some hacks so its possible to make it look like the wind blows some leaves on the tree. For example mark the voxels in the database as 'moving' and 'attatched' to some central voxel on the leaf whose coordinates changes over time...
It's difficult to do. No one knows if and how innovative they are. They don't say much about what they're doing. The only thing they showed so far are videos with a gay saying things that sound like what used car salesman would say.Yeah, they use old technology, but they also innovate. Give them some merit.