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Whenever I see rendered scenes like this (I.e., lots of repetitive static geometry) I imagine that annoying guy’s voice going on about “unlimited detail” from that old vaporware video. I guess nanite really did solve that problem for real, as opposed to whatever that old thing was using (I remember something about oct-trees or something).


I recall those claims being made by a company called "Euclidean", from Australia I think. Online rumors suggested they might have been using octtrees, but later Euclidean videos flatly denied that.


It's Euclideon. And it is octtrees. My interpretation after reading a fascinating Reddit thread [1] is that these denials were misdirection. There's definitely new interest in splatting techniques (Gaussian in particular), though they've long been an alternative to triangles in the 3D world. I think it'd be fun to experiment with implementing some of that using modern compute shaders.

[1]: https://www.reddit.com/r/VoxelGameDev/comments/1bz5vvy/a_sma...




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