That and I don't know of anyone (outside of using them as particles) that has successfully created collision models with voxels in real time. The collision calculations of just a few of their scanned rocks and a ground plane would be plenty complex - a whole scene perhaps even a little insane given today's specs.They might have to resort to polygonal collision models in the same way that polygonal games end up using low-poly collision models (with the same pitfalls such as moonwalking, blocked projectiles or mystery-bouncing).
albertzeyer|14 years ago
badmonkey0001|14 years ago
I do feel that this author is a bit further along at something ship-able than the Euclideon folks are though.
wtracy|14 years ago
tintin|14 years ago
But overall it's a great demo. And you see more and more games using voxels for surroundings. So ofcourse you could combine this technique with polys.
badmonkey0001|14 years ago
Here's to at least getting a hyper-real Myst someday :)