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Geek Culture / true environments someday??

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David iz cool
19
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Joined: 21st Sep 2005
Location: somewhere lol :P
Posted: 14th Aug 2006 22:07 Edited at: 14th Aug 2006 22:07
do u guys think someday computers will be powerful enough so when we make a 3d game we dont have to fake things,like use plains with transparency for grass,rain,or blood.realistic shadows from all lights in the scene,unlimited amount of lights.Environments as big as you want,not limited by cpu memory or framerate.i know im dreaming,but maybe someday..i guess it probablly wont happen in my lifetime.
NeX the Fairly Fast Ferret
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Joined: 10th Apr 2005
Location: The Fifth Plane of Oblivion
Posted: 14th Aug 2006 22:10
The computer would need to be massive, very power hungry and noisy. Expensive too. Without millions to buy a supercomputer and a big enough house... keep dreaming.


Since the other one was scaring you guys so much...
Kenjar
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Joined: 17th Jun 2005
Location: TGC
Posted: 14th Aug 2006 22:49
Oh I don't know, look at graphics just 20 years ago, compaired to, todays machines. I'd be suprised if they didn't reach photorealistic in the next 20 years, and 40 years after that photorealistic 3D projections. It will most likely not be unlimited, but wouldn't it be nice to shape models like clay with a pair of VR gloves?

10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.
Richard Davey
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Location: On the Jupiter Probe
Posted: 14th Aug 2006 23:03
I think the computing power will exist, some day, but the art assets required to make something TRULY 'real' are a long way off.

I was out walking in the forest tonight, and just glancing down at the ground there was an almighty mass of items in such a tiny space. Twigs, branches, leaves, mud, foot prints, rocks, pebbles, etc. Some items had bits of water on and no two things were identical. Everything was scattered all over the place, as nature (and human feet) had intended.

To re-create this tiny small space on a modern PC would be pushing it, from an art perspective alone. Faking 'real life' is what developers do best, and I am quite sure that art in itself will progress many fold in the next 10 years+ - but to create a truly lifelike scene? That is a long way off imho.

"Bite my shiny metal ass" - Bender, Futurama
No pixels were harmed in the making of this post
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Kenjar
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Joined: 17th Jun 2005
Location: TGC
Posted: 14th Aug 2006 23:10
On the other hand that assumes the artist will be creating everything from scratch, with that kind of CPU power, it might be better to adjust settings instead, much like DarkBASIC pro removes the need to program in every angle, and plain with a single command. Perhaps in 20 years time DarkBASIC Pro or someother language will simply have a "Generate Forest" command with alot of randomized settings, then allow the user to go into that forest and tweak it to his or her own liking. But shape of the earth, number and arrangement of twigs, types of trees. Progressive generation would be are more logical and praticle with such technology then having the artist do everything themselves.

10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.
Richard Davey
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Location: On the Jupiter Probe
Posted: 15th Aug 2006 00:00
Sure, but even procedural objects have to start from somewhere. I'm just saying that even in the most 'plain' of everyday scenes, in the most basic of locations, there are thousands and thousands of unique disassociated objects that you barely even notice. But if a game was trying to be perfectly 'real', you'd notice them not being there.

"Bite my shiny metal ass" - Bender, Futurama
No pixels were harmed in the making of this post
"Don't ping my cheese with your bandwidth"

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