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And there was also the opposite, John Carmack in particular didn't have a problem with using huge amount of data, "Rage" is an application of this idea. The gam
by GuB-42 4y ago
And there was also the opposite, John Carmack in particular didn't have a problem with using huge amount of data, "Rage" is an application of this idea. The game uses a single, huge, non-repeating "megatexture", with elaborate caching strategies to keep it playable even on slow media (HDD/optical). The idea was to give complete freedom to artists and not require them to be mathematicians. Further down the line, he even considered using sparse voxel octrees, i.e. even more huge 3D textures.
On the opposite end of the spectrum, you have Inigo Quilez ( https://iquilezles.org/ https://iquilezles.org/ ). He literally draws with maths, and he is famous for his 4k demoscene productions. The problem is that about no one else is capable of doing what he does.
- gatane 4y agoI see that Inigo Quilez work is more in the "render a scene not necesarily in real time" realm. Like, you could make a raytracing program, make it render off camera a shiny scene, and only after rendering it shows you the image. Because of this, its very suited to math and procedural generation. You just change some parameters, render and show. Games instead have to do this in real time, with less latency and CPU/GPU usage. And procedural/math generated content tends to be CPU heavy (more usage+latency), if not also on the GPU (cant be cached, etc). Shaders are more on the middle of this, because you want to apply certains transformations to and from rendering data. Just my armchair observation.
- rootw0rm 4y agoI love Inigo's work! I've been learning about shaders, and being able to edit and reload his code on shadertoy has been really cool