the look and aesthetic of some of your screenshots is awesome. reminds me of ultima online in the best way possible.
It's like looking into the future, will there be a point where you can just render the entire scene in voxels at high enough res where it's indistinguishable from modern 3d graphics?
> the look and aesthetic of some of your screenshots is awesome. reminds me of ultima online in the best way possible
Thank you!
> It's like looking into the future, will there be a point where you can just render the entire scene in voxels at high enough res where it's indistinguishable from modern 3d graphics?
There are two really big problems getting in the way of this.
1. Data size. One of the ways that my engine gets away with rendering such large volumes is by discarding most of the voxel data after it gets generated and converted to triangles. In the context of a traditional 3D pipeline, where artists hand-author content in zbrush, maya, blender, etc, which is then imported and drawn in the engine .. it gets complicated.
2. Animation. Animating voxel data is hard. I'm going to completely gloss over all the details, but current techniques mostly boil down to playing back 3D video, which is problem (1) on steroids.
That all said, many voxel-based techniques are used in commercial 3D game engines today. Unreal Engine just landed a feature that voxelizes foliage in the distance, and just draws the ~1px voxels instead of textured quads. Voxel Cone Tracing is another prominent example. Fluid sims and many volumetric effects are also commonly done using voxel grids.