- Dec 28, 2008
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http://www.youtube.com/watch?v=00gAbgBu8R4
So... what do the fine people of TF2M think about this then?
So... what do the fine people of TF2M think about this then?
It seems to have a lot of potential, though.
In practicality, why the fuck do you need to render every single grain of sand separately? Does being able to render down to the atomic level really add anything to a game besides a longer loading screen?
As a proof of concept, yeah its cool.
In practicality, why the fuck do you need to render every single grain of sand separately? Does being able to render down to the atomic level really add anything to a game besides a longer loading screen?
Hrm... I'm sceptical about this. The way I could see this work is by having further away atoms collapsing into each other, and the closer you get, the more atoms you will actually see. That way you could perhaps always make sure there's only a limited amount of atoms on screen at any given time, making render times shorter. Sort of how Factor 5 did the dragons in Lair. They made a system whereby, the further away a model was, the less polygons would be rendered. the closer it got, the polycount of the model was dynamically altered. Heck, the commentary states that, when they went around the game with developer cam, they noticed the detail on the saddles of the dragons was amazing.
I'm not an expert though, so don't take my word on this. it's just speculation.