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Originally posted by BIGPoJo
Yeah but when you add some overlapping patterns things start to look more random. You could use this tech to create huge terrains with realistic features. For NPCs you could still use polygons to do the hard work. To say that it will not be used is almost laughable.
Originally posted by Uncinus
Originally posted by Limbo
Yep but I realise is isnt really an issue now since on the vast majority of modern CPUs mult/divs are not so expensive. I don't know why he made this point - seems to add another argument that his tech or him being in the past. (It might have been when he first started working on the tech.)
I think he was actually talking about ray tracing against an arbitrary polygonal soup, vs ray casting into a octree. Ray tracing uses more math
Originally posted by flexy123
And I doubt that ATI or Nvidia are going to make something just to accommodate this...
ROFL!
They will welcome this! NEW HARDWARE! Everyone will run and want one, and YOU know you would want one too More money for NV and AMD... its NOT their goal that people are sitting on outdated hardware for years and years.
Originally posted by flexy123
And I doubt that ATI or Nvidia are going to make something just to accommodate this...
ROFL!
They will welcome this! NEW HARDWARE! Everyone will run and want one, and YOU know you would want one too More money for NV and AMD... its NOT their goal that people are sitting on outdated hardware for years and years.
Originally posted by john_bmth
Originally posted by flexy123
And I doubt that ATI or Nvidia are going to make something just to accommodate this...
ROFL!
They will welcome this! NEW HARDWARE! Everyone will run and want one, and YOU know you would want one too More money for NV and AMD... its NOT their goal that people are sitting on outdated hardware for years and years.
nVidia and AMD contribute a great deal of research in the field of computer graphics. Of course they want people to buy their latest hardware, that's their business model. No one's forcing you to shell out, but if you want to run the latest, cutting edge algorithms, you'll have to buy the latest, cutting edge hardware. Why does everything have to have to be some big, grand conspiracy?
Originally posted by Limbo
Let's assume his world his world is made up of instanced octrees he still has to intersect a ray with the tree.
Since the distance to the tree is not a power of 2^n he could use a line stepping alg like you say. or he has to use multiplies to find where the ray hits the tree. (I know which one I would choose)
Speculating (not really thought about it)
What happens if he doesn't do it that way, he collects all the trees in the view somehow and figures out what nodes he can throw away by some kind of sieve?
Then he does the ray calcs based on the nodes per pixel (He already knows the tree from the sieve just needs to compute the ray hitting the solid cube.)
Notch knows exactly what he's talking about. He's a voxel expert. Minecraft runs on a voxel engine.
I'm the former technical director of a large game developer (Neversoft), and a technical writer for Game Developer magazine with over 30 published game programming articles.
Originally posted by polit
reply to post by Uncinus
Notch knows exactly what he's talking about. He's a voxel expert. Minecraft runs on a voxel engine.
I'm the former technical director of a large game developer (Neversoft), and a technical writer for Game Developer magazine with over 30 published game programming articles.
If all the above is true, how come you incorrectly think Minecraft is a voxel engine?
I wanted to run through a few graphical bits about [Minecraft]. First, the voxel display engine is surprisingly fast for something that runs in the browser. Minecraft uses the Lightweight Java Game Library to drive OpenGL. Max McGuire figures that the program tracks the visible faces, i.e. all those between air and non-air, and then brute-force displays all these faces (using backface culling) within a given distance.
Originally posted by undo
just out of curiosity but couldn't this be an example of people not thinking 3 dimensionally (as far as things like size and direction are concerned)? if the level of detail is atomic, perhaps the original rendering is extremely small in size. for example, you may create a size standard for the rest of your game world, by creating a standard model of a tree, which will take up x amount of space of the screen and around which you construct the rest of your height models. perhaps the height models he's using are VERRRRRRRRY small because he's working with atoms not polygons and he's developed a way for the very small models to be magnified, if you will, to whatever the screen resolution is? does that make sense?
Originally posted by Uncinus
Originally posted by polit
reply to post by Uncinus
Notch knows exactly what he's talking about. He's a voxel expert. Minecraft runs on a voxel engine.
I'm the former technical director of a large game developer (Neversoft), and a technical writer for Game Developer magazine with over 30 published game programming articles.
If all the above is true, how come you incorrectly think Minecraft is a voxel engine?
The above is all true. Voxels refers to the underlying data structure of a regular 3D grid. A voxel is a "volume element". Minecraft is not a pure voxel engine in that the voxels are textured rather than solid, but the principle is the same, and most game developers would refer to the individual cells as voxels. For example, the author of the primary industry textbook on real-time rendering, Eric Haines (who knows a lot more than me about rendering)
www.realtimerendering.com...
I wanted to run through a few graphical bits about [Minecraft]. First, the voxel display engine is surprisingly fast for something that runs in the browser. Minecraft uses the Lightweight Java Game Library to drive OpenGL. Max McGuire figures that the program tracks the visible faces, i.e. all those between air and non-air, and then brute-force displays all these faces (using backface culling) within a given distance.
Originally posted by undo
i'm thinking all software today, owes its existence to software that came before it, so saying new hybrids of older tech is an example of stealing other people's ideas is perhaps pushing the envelope. pretty much everything today is beholden to something else, yesterday
Originally posted by Uncinus
Originally posted by Limbo
Let's assume his world his world is made up of instanced octrees he still has to intersect a ray with the tree.
Since the distance to the tree is not a power of 2^n he could use a line stepping alg like you say. or he has to use multiplies to find where the ray hits the tree. (I know which one I would choose)
Speculating (not really thought about it)
What happens if he doesn't do it that way, he collects all the trees in the view somehow and figures out what nodes he can throw away by some kind of sieve?
Then he does the ray calcs based on the nodes per pixel (He already knows the tree from the sieve just needs to compute the ray hitting the solid cube.)
You could build a world from a collection of arbitrarily scaled SVOs. But then you no longer have the single render per pixel, as they would overlap each other, and you've have different rays in local space.edit on 4-8-2011 by Uncinus because: (no reason given)
Originally posted by undo
this reminds me of what i'm talking about.
it would have to be conceivable before it could be constructed, meaning that someone's got some hefty software out there that creates microscopic level of detail in order to construct the nanobot factory