Long time reader, first time poster.
Im not going to claim to be a computer genius who excels at graphics or anything of the sort but I was curious about something. A lot of the posters on this thread are talking about memory requirements for storing the information about the scene, and this is where I get a little confused...
Wouldnt it be possible for the developer just to attach a single placement handle to one of the atoms in each object and then store the position of the placement handle in the terrain file that points to the objects source data for use when rendering? I dont see why it wouldnt be possible to list the x,y,z location, the roll, pitch, yaw orientation of the object, and some sort of object identifier (whether it just be something so simple as an integer or Huffman coding to something more complicated and custom) and not have that take up excessive amounts of space. When the engine looks at a location, it would just find a pointer to the object data that it would go look up and then complete the rendering task on the object's atoms. That way you would only have a single instance of the point cloud representing an object but you could still have multiple copies of it appear on the screen. Having said that, even that small amount of data could easily pile up quickly if you consider that the dirt is composed of individual rendered pieces of dirt (why a developer would need individually rendered dirt particles is beyond me).
If the people were talking about the space required to represent the objects themselves I suggest they watch the video again and take a look at the weird warrior statue that they were showing the background that was switching between atom view and rendered view. It appeared to me as though it wasnt necessary to have an atom for every square mm of surface area and yet the engine appears to be able to fill in the gap without an issue (take a look at the wings of this creature to really see what Im getting at), so the numbers that someone calculated earlier seem a little suspect to me.
My last gripe is that if anyone here is going to argue that game developers dont reuse rendering objects, they are just lying to themselves. Someone show me a game where every enemy you come up against has some unique feature and then well have something to talk about.
Anyhow, I just wanted to thank Kyle and John for getting this interview and posting it for us. I really didnt expect to see anymore from Euclideon for quite a long time and you guys delivered. Articles like this are why Ive been reading your site for the last 12 years myself.
Im not going to claim to be a computer genius who excels at graphics or anything of the sort but I was curious about something. A lot of the posters on this thread are talking about memory requirements for storing the information about the scene, and this is where I get a little confused...
Wouldnt it be possible for the developer just to attach a single placement handle to one of the atoms in each object and then store the position of the placement handle in the terrain file that points to the objects source data for use when rendering? I dont see why it wouldnt be possible to list the x,y,z location, the roll, pitch, yaw orientation of the object, and some sort of object identifier (whether it just be something so simple as an integer or Huffman coding to something more complicated and custom) and not have that take up excessive amounts of space. When the engine looks at a location, it would just find a pointer to the object data that it would go look up and then complete the rendering task on the object's atoms. That way you would only have a single instance of the point cloud representing an object but you could still have multiple copies of it appear on the screen. Having said that, even that small amount of data could easily pile up quickly if you consider that the dirt is composed of individual rendered pieces of dirt (why a developer would need individually rendered dirt particles is beyond me).
If the people were talking about the space required to represent the objects themselves I suggest they watch the video again and take a look at the weird warrior statue that they were showing the background that was switching between atom view and rendered view. It appeared to me as though it wasnt necessary to have an atom for every square mm of surface area and yet the engine appears to be able to fill in the gap without an issue (take a look at the wings of this creature to really see what Im getting at), so the numbers that someone calculated earlier seem a little suspect to me.
My last gripe is that if anyone here is going to argue that game developers dont reuse rendering objects, they are just lying to themselves. Someone show me a game where every enemy you come up against has some unique feature and then well have something to talk about.
Anyhow, I just wanted to thank Kyle and John for getting this interview and posting it for us. I really didnt expect to see anymore from Euclideon for quite a long time and you guys delivered. Articles like this are why Ive been reading your site for the last 12 years myself.