Carmack said it might be implemented in a very limited form in the next 5 to 10 years. As in, still not competitive with even today's AA titles (not to mention how far those games will ge tin 5 to 10 years). Maybe you wish to watch the Q&A section at Quakecon and a recent interview where he's talking about this.
Avoiding to answer direct questions and any criticism due to wanting more investors. They _are_ claiming that this is actually better than the tech that is currently out there, as they have been claiming for like 10 years.
Interesting but would be 10 times more interesting if they actually discussed the engine and their new system without dumbing everything down and not using good examples of how well it actually handles these enviroments in real game issues such as fps, dynamic lights etc.
I hate techno-babble, they would easily state 10 millimeter accuracy or 16^2 voxels per inch. I'd also like to hear the texture density, but those really only mater once they have a working game demo level.
Also, I just read a presentation on how Little Big Planet 2 does lighting using voxels. Interesting note from the coder on how his time is spent: - 10% R&D that you're not gonna use - 10% R&D that you're gonna use - 30% implementation - 50% bug fixing Euclideon is still stuck in the "R&D you're not gonna use" phase.…
what a jackass. Misrepresenting notch's quotes and spouting the same dishonest bullshit is not going to win him any more followers. I cannot imagine notch would disagree with carmack's statement that some kind of all voxel solution may be practical 5-10 years down the line.
John Gatt was the international technical specialist at VIA/S3 for over 10 years, I think he knows his stuff. There might be stuff he is not telling you though... John did a talk on S3TC in Sydney with Tim Wilts at the launch of quake 3 i think i have on video some ware...
Don't make yourself look bad here. That's an i7 quad core CPU in a gaming laptop, it also has 8 GB RAM, which I think is kinda necessary to work with all these voxels. This machine he has is like 10 times better than your current game console and still a lot better than the average laptop. Just to keep things in…
The received $2 million AU investment in October 2010, 10 or so months ago, plenty of time to hire some artists and do it right. They first applied for a patent back in 2004. In one of the interviews he's given he said that they've been working on the tech for about 15 years. That's quite some time to be 'developing' a…