If you didn't know Euclideon has released a new video for their engine after 3 years and i must say im pretty impressed tho still waiting for better lighting and animations
Commented 10 years ago2014-09-25 19:49:53 UTCComment #67197
I freaking honestly hate companies like this, there was discussion about this in the past in the forum. The way he talks just makes it sound like utter bullsh*t.
Ok now that im done with the hate, i somehow still fail to see that this can be possible, i mean its been 3 years they basically told you how it works and nobody not even John Carmack (shame he left Id) or any other big engine developer had even touched it. Until they have something to show me im gonna stick with my first assumption that this is a scam.
And for god sakes if they call it "Unlimited" again im gonna explode.
Commented 10 years ago2014-09-25 20:12:58 UTCComment #67199
And yet no one seems to realize that it doesn't matter how good/bad your game looks. If it plays like shit, it's shit. I don't care if your graphics look like real fucking life, just let me play a game that's fun and amazing.
Commented 10 years ago2014-09-25 20:13:32 UTCComment #67193
It's not a scam. He actually came up with a pretty nice solution to voxel raycasting. Still, he exaggerates the power of it.
The title of that video alone pisses me off.
There are still inherent limitations. There are still lots of re-used assets, although there are more of them then there used to be (probably because of the data-HD-streaming he mentioned in the video). There is a jerkyness to the camera movement. The lighting isn't the "most realistic" I've seen. He can't do animation either. If he does get animation it will be limited in some significant way.
Commented 10 years ago2014-09-25 21:42:19 UTCComment #67203
Even if its not playable you can use the rendered scenes. If a technical process allows you to easily convert real life objects into visual representation of extreme quality than that is good shit.
Commented 10 years ago2014-09-25 21:57:19 UTCComment #67194
Even if it's in a workable state, there's no way that something like this will be useful for games except in an extremely tiny subset of genres - ones where the environment already exists (or can be built) in the real world so it can be scanned using their laser device. In most games, that's entirely unrealistic or simply impossible to do. The technology has a place in digital scanning (imagine something like Google StreetView), but not so much in the world of gaming.
Commented 10 years ago2014-09-26 00:18:11 UTCComment #67190
Brendanmint has the greatest point of all. Graphics are certainly not the only aspect of a video game. I feel we will see the same gaming tropes and shit over and over, only much much prettier.
I'll wait for Unlimited II thank you.
EDIT: I just realized that the most feasible application of this to games in a technical way is to have a cloud data layer (volume layer?) then have the polygon based physics and collision layers underneath all of that. Like different hulls in HL and stuff.
Also, new tools will need to be invented to handle creation. A studio cannot simply build a set on a sound stage for every part of the game, so I imagine it would be close to sculpting in a way, see Zbrush and that kind of stuff. I couldn't imagine sculpting/constructing in a completely organic and polygon-free environment. Seems kinda sci-fi to me.
Commented 10 years ago2014-09-26 10:09:17 UTCComment #67192
Ok, so the graphics are amazing. Now fully simulate those environments physically. Scenery like that doesn't count for shit if I can't blow chunks out of it or spatter it with the blood of my enemy.
Commented 10 years ago2014-09-28 14:48:52 UTCComment #67204
I remember about Euclideon, I was really impressed back in the day, honestly. But I'm still a bit skeptic about some of the engine's aspects:
First of all, the lighting and ambience in general are simply not breathtaking at all. I could achieve a better lighting atmosphere with the Source Engine if I really would to;
A good amount of detail without using millions of vertices/polygons can be achieved with Tesselation, mixed with normal and specular maps, and with a good level of polygon smoothing;
We're still waiting for a some-sort-of improved Parallax Mapping, used in just few games out there;
I know that some of the things I've said above, like Parallax Mapping, Tesselation, and such things, are kinda heavy effects for a cheap rig/pc (depending on the engine of course), but this is what I prefer. This engine is not ready at all for the moment. Some 3D models' textures doesn't have to have "baked" shadows in the texture if the engine can cast them in the model, and this could broke the normal maps effect. Also, how can we scan a real object without the powerful tool they're using? We need to buy it, and I don't think that it will cost few money.
My personal opinion is that THIS engine could be used to create realistic 3D animated movies or videos. And for who've taken the "Unlimited" word too seriously, I think that the word basically means "Much more detail than the other engines, which feels like unlimited". For now, this is just geometric "unlimited" detail, which is not what people need nowadays imho. Look at Minecraft. Graphics? Enough said. The game quality goes a lot further than graphics nowadays.
The way he talks just makes it sound like utter bullsh*t.
Ok now that im done with the hate, i somehow still fail to see that this can be possible, i mean its been 3 years they basically told you how it works and nobody not even John Carmack (shame he left Id) or any other big engine developer had even touched it. Until they have something to show me im gonna stick with my first assumption that this is a scam.
And for god sakes if they call it "Unlimited" again im gonna explode.
The title of that video alone pisses me off.
There are still inherent limitations. There are still lots of re-used assets, although there are more of them then there used to be (probably because of the data-HD-streaming he mentioned in the video). There is a jerkyness to the camera movement. The lighting isn't the "most realistic" I've seen. He can't do animation either. If he does get animation it will be limited in some significant way.
If a technical process allows you to easily convert real life objects into visual representation of extreme quality than that is good shit.
I'll wait for Unlimited II thank you.
EDIT: I just realized that the most feasible application of this to games in a technical way is to have a cloud data layer (volume layer?) then have the polygon based physics and collision layers underneath all of that. Like different hulls in HL and stuff.
Also, new tools will need to be invented to handle creation. A studio cannot simply build a set on a sound stage for every part of the game, so I imagine it would be close to sculpting in a way, see Zbrush and that kind of stuff. I couldn't imagine sculpting/constructing in a completely organic and polygon-free environment. Seems kinda sci-fi to me.
It's unlimited :PP
I don't exactly keep up, what with the games having this sort of thing in supreme quality suck supreme terribad when it comes to the "game" part.
Those are really neat, was playing with one of the demos. For real, this stuff doesn't seem like that big of a deal. Impress me with something useful.
But I'm still a bit skeptic about some of the engine's aspects:
- First of all, the lighting and ambience in general are simply not breathtaking at all. I could achieve a better lighting atmosphere with the Source Engine if I really would to;
- A good amount of detail without using millions of vertices/polygons can be achieved with Tesselation, mixed with normal and specular maps, and with a good level of polygon smoothing;
We're still waiting for a some-sort-of improved Parallax Mapping, used in just few games out there;- I know that some of the things I've said above, like Parallax Mapping, Tesselation, and such things, are kinda heavy effects for a cheap rig/pc (depending on the engine of course), but this is what I prefer. This engine is not ready at all for the moment. Some 3D models' textures doesn't have to have "baked" shadows in the texture if the engine can cast them in the model, and this could broke the normal maps effect. Also, how can we scan a real object without the powerful tool they're using? We need to buy it, and I don't think that it will cost few money.
My personal opinion is that THIS engine could be used to create realistic 3D animated movies or videos. And for who've taken the "Unlimited" word too seriously, I think that the word basically means "Much more detail than the other engines, which feels like unlimited".For now, this is just geometric "unlimited" detail, which is not what people need nowadays imho. Look at Minecraft. Graphics? Enough said. The game quality goes a lot further than graphics nowadays.
Sorry for my embarassing english.