Title: Virtual Atoms Post by: BigredRm on July 17, 2012, 02:05:16 PM What do you think about this?
http://www.youtube.com/watch?v=00gAbgBu8R4 Title: Re: Virtual Atoms Post by: BenKenobiWan on July 17, 2012, 02:09:58 PM http://mythruna.com/forum/index.php?topic=657.0
Title: Re: Virtual Atoms Post by: pspeed on July 17, 2012, 02:44:16 PM Thanks for linking that, Ben. :)
Title: Re: Virtual Atoms Post by: Teknonick on July 17, 2012, 03:15:32 PM Yeah, I saw that a LONG time ago.. Its AWESOME! I can't imagine seeing things like that, and, IMAGINE... A grenade, thrown into the dirt... It Explodes, then the dirt will FLY up! AND leave a REAL looking crater! AWESOME!!!!
Title: Re: Virtual Atoms Post by: BigredRm on July 17, 2012, 05:20:50 PM Wow a 4 pager. Sorry for bringing up old stuff.
Seems so shady but im thinking how many years has processing power been doubling and we have this clever voxel tech and we also understand fractal geometry where you can basically make a line infinitely long by magnification so while the company seems shady and fake the idea isnt so far out there. I just dont know Would it be possible to run the game it all the blocks where the size of the blueprint blocks? Whats the smallest you could go and still render smoothly? Title: Re: Virtual Atoms Post by: pspeed on July 17, 2012, 06:08:03 PM Wow a 4 pager. Sorry for bringing up old stuff. Seems so shady but im thinking how many years has processing power been doubling and we have this clever voxel tech and we also understand fractal geometry where you can basically make a line infinitely long by magnification so while the company seems shady and fake the idea isnt so far out there. I just dont know Would it be possible to run the game it all the blocks where the size of the blueprint blocks? Whats the smallest you could go and still render smoothly? The reason max clip in Mythruna is 192 is because each new distance takes exponentially more memory. At 192 clip, the memory requirements are pretty high... I think it just less than doubles if you go out another 32 meters. If you wanted to do a world miniblock size then divide that distance by 4 and that's your new max clip. This is why the voxel game Lords of Uberdark or whatever has such a short clip distance. There are tricks of compression and stuff but they only go so far. Title: Re: Virtual Atoms Post by: BigredRm on July 17, 2012, 06:12:14 PM Kinda what I thought. So even though the block is smaller it takes up just as much memory?
Wish I was more knowledgeable in this area and I could reasonably think outside the cube. Title: Re: Virtual Atoms Post by: pspeed on July 17, 2012, 06:22:13 PM Kinda what I thought. So even though the block is smaller it takes up just as much memory? Wish I was more knowledgeable in this area and I could reasonably think outside the cube. The mini-block objects are like tiny little self-contained worlds... that at most (because of the builder) can be 10x10x10 blocks. But it's still just a 10x10x10 array of values... the world is just a much bigger array of values. :) And if you were going to use mini-objects for blocks then it's a much less efficient way of storing them... or at most you could only have so many different mini-object blocks. Or course, your mini-objects had to be made from some blocks in the first place... I think I already topped 500 block types recently but I can't remember for sure. Title: Re: Virtual Atoms Post by: ahmadsal on July 17, 2012, 06:25:29 PM I like to analogize this to pixels (although they can be two completely different things)
A pixel is the little dot of color on a screen, the higher the resolution, the more pixels. (resolution is measured in pixels) Think of this thing as a screen. A long time ago (10 years ;)) screens were about 1024x768 max. TV's were so thinned out you can see the pixels. However, as graphics card got better, more pixels could be drawn. As technology got better, these higher pixel resolutions also had good framerates. In this case, think of a 3-dimensional screen. In the video both old and new games use polygons. There is not much detail before because there were less "3d pixels" for the polygon to hook on too. Imagine playing on a 1024x768 (xp average) and an hd screen (1920x1080) more pixels means one can fit more polygons. It just has to have the memory to remember all those "3d pixels" and the technology to draw this larger number of "3d pixels" in faster framerates (for smoother gameplay). Obviously the two aren't the same and they work differently but I see their evolution pretty similarly. Mini-blocks are like higher-resolution blocks. One can technically make the blocks so small (super-resolution) to make even blocks look like a realistic elephant ;) |