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Josh

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Blog Comments posted by Josh

  1. 1 hour ago, aiaf said:

    Hmm when i look at the first video i think all that corridor should have been lighted up from the beginning.

    Or at least more chunks loaded from the beginning in the corridor , not 1 by 1.

    Maybe the stages should have different sizes depending on layout of level.

    PS I have no idea how you render the lights and how expensive it is

    There is a 3D texture used to store voxel data in, that moves around with the camera. That is what the video shows.

  2. Yeah, I am kind of annoyed right now but I also realize this is the end of this long R&D era I've been in. After this last step, all the hard problems are solved. There won't be any new groundbreaking technologies to experiment with for a number of years, and all the focus will be on making good software. This is also nice, but it's just a big change in what I have been doing for four years.

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  3. I spent a lot of time chasing the sparse voxel octree dragon, but my final verdict on this is that Crytek is actually a generation behind what we are doing now. I played Kingdom Come and I don't believe their tech supports indirect specular, which is the most impressive aspect of this technique. They're probably hamstringed by console support, as we saw back when Leadwerks was the first game engine using deferred lighting.

  4. 1 hour ago, IceBurger said:

    With reflections and all these new rendering capabilities, I have to ask: would it be possible (feasible I should say) to make a house of mirrors horror video game with this?

    It would not be that hard to modify the shader to reflect the ray and do a second bounce. Whether this is a good idea or not, I do not know. :lol:

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