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More on Euclideon's "Unlimited Detail" Engine

After MineCraft creator Notch called shenanigans (the actual word he used was "scam") on Euclideon's recently released Unlimited Detail Real-Time Rendering Technology Preview Video, many suspected that would be the last word on this for a while. Contrary to that, there's now a video interview on HARDOCP where Euclideon founder and lead engineer Bruce Dell offers a lengthy defense of his claims, attempting to address some of the questions that have been raised about all this, such as why we don't see any animation, whether what they're creating is a voxel engine, and more.

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24. Re: More on Euclideon's Aug 11, 2011, 08:32 Titus
So since this is probably Sparse Octree rendering, this means that the limitation is not as much the amount of detail of or total objects on screen, but the amount of different models.

It does seem ironic that Notch has created such a shitstorm about it, because this technology would fit Minecraft like a glove. They could drop the lo-fi textures, and even could model in a ton of surface detail on the cubes used, and still render them by the truckload.

I wonder if he's free of self-interest in this controversy. If this technology comes to fruition, the first games that would be viable would end up with gameplay in the niche his company operates in, depending on procedurally or manually created playfields of a restricted set of instanced models.

And while the gameplay of these could have the same draw as Minecraft, they would look a hell of a lot better.

Looking at the structure of Minecraft, I would hazard the guess that this technology is or was on their roadmap. The current choice for polygons could either be a temporary placeholder or final compromise in their development approach.

This comment was edited on Aug 11, 2011, 10:48.
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