There's been a lot of such demos, some of them years ago. Heck, Carmack talked in the recent Q&A about running voxelised Quake 2 levels more than a decade ago. It'd be fun to get a screenshot of that.
We just need 2 thing for the next decade before anything else. Raycast/Indirect Illumination and Shaders with Radiosity and aren't limited to 16 texture samples. Give me those, and I can paint an entire fucking island in a day.
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.…
Great, I can instance in Cryengine 2/3 and still not be able to make islands that large, all rendered in real-time with no LoD's at the same geometry levels of the unlimited detail models. When you begin using swear words and insults to convey your point, that is when you have nothing more to add and respond out of…
He also got what is being touted as the largest grant from the Australian Gov in Oct last year of nearly $2 million AU dollars, so he's not short on funds to register a Worldwide Patent on this tech. One can quite easily speculate the hype/marketing is simply to ensure the returns what is otherwise vapour-ware (his…
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…