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>unlimited detail

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Thread replies: 6
Thread images: 2

File: 52323673425.png (162KB, 768x433px) Image search: [Google]
52323673425.png
162KB, 768x433px
>unlimited detail
>>
there's hundreds of pajeets first project sparse voxel engines that can do infinite detail, the catch is that it takes a lot of space, animating is computationally costly
>>
>>60114464
It's not a voxel engine. It's a point cloud engine. You can't render all points at once.
>>60114444
At least they got the hint that you can't use it for anything else than geospatial applications.
>>
File: euclideon.webm (143KB, 588x250px) Image search: [Google]
euclideon.webm
143KB, 588x250px
>>
>>60115875
They've been using it in games though.
They have an entire building of VR games.
Animation included.

Even after admitting they fucked up over the initial gaming stuff, they still came back and proved even themselves wrong.
It still has a long way to go, mainly because they are so naive and think that GPUs are the enemy when they could be using even basic GPUs to do decent lighting instead.
Decent lighting can make even the shittiest game look fucking amazing. See Minecraft shaders.

Still makes me laugh when Notch tried to piss-talk at them on Twitter, then never talked about it again when they posted the realtime demo.
You fat jew. Your game engine is SHIT. It is the lowest of the lows. You can write faster engines in JavaScript for fuck sake.
Notch used the same shit code he had been using since the early 2000s to make all his games with. All his 3D games used the same code Minecraft did and it was terribly slow because it was horribly manual instead of relying on hardware instructions and optimizations to do the heavy lifting.
Same applies to Toady with Dwarf Fortress. Great Mathematician, shitty programmer.
>>
>>60114444

>unlimited detail
>unlimited lies
>unlimited runaround
Thread posts: 6
Thread images: 2


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