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Maybe this appeals to the younger gamer community, but having been involved back in the 90s with Renderware (which got eaten up by EA), a competitor to Rendermorphics that became (sort of) DirectX I would expect graphics engines to be much further along. This still looks like things we were playing with in the 90s. I'm sure its not, and I'm sure these voxels are clever, but when will rendering engines stop looking like Sonic The Hedgehog. Having switched to other areas of software development I haven't paid any attention to these engines.


Thanks - 90s games were the basis for most of the inspiration. It has niche appeal, so I understand if it turns some people off. :)


I had no idea that was your intention and I get the volumetric pixel thing, since I moved into working on other areas I haven't stayed current. Texture mapping on low poly count models was where I left things, back then the hardware didn't have the horsepower for anything much. Best of luck with the project.

The irony is that back then we thought if we could just get more than 50 polygons per second we'd be in with a chance of making something good and now flappy bird with 80's style sprites captures the whole world's attention. I got out of that world when MSFT was ruining sw dev by turning the nice simple apis into COM.




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