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The author's point is more abstract. Yes, you can certainly work out a few problems, scaling up the computations in some way. Some problems though, are inhere
by pizza234 13y ago
The author's point is more abstract.
Yes, you can certainly work out a few problems, scaling up the computations in some way.
Some problems though, are inherently hard (eg. animations), and it's hard to imagine some breakthrough even in the next decade.
- bigd 13y agoThat's why they are called breakthroughs! :)
- agumonkey 13y agoI'm puzzled. IIRC a decade ago Endorphin brought hybrid keyframed / ragdoll / physics animation to studios and a few years back on consoles. Am I wrong ?
- benched 13y agoYou are not wrong. The majority of comments in this thread, and the original article, are all written as if by people who do not actually know what the current state of the art even is. They just know their favorite video game is disappointing. If someone wants to make you wrong, all they have to say is that they don't care for the aesthetics of Endorphin/Euphoria. Never mind that the tech didn't even exist 10 years ago. I was working on Euphoria-like technology in 2001, 5 years before Euphoria was announced. Ultimately, I just wasn't smart enough to solve all the problems, but I could see that it was possible and I knew it was coming. And arrive it did, only 5 years later. Likewise, I think I have a pretty good view of what the next steps are, and the next 5 years should be very exciting, especially in the voxel and procedural spaces.
- agumonkey 13y agoI'm sure this is all private thoughts, but if you write publicly about it or know some interesting mailing lists / sources to follow I'd be glad to hear about, be it animation, light transport, geometry ...