HoloDust said:
Yes, pretty much - once you have worlds that are represented via volumetric "grid" of "space" (whatever that grid is, be it tiny voxels or something else), and every coordinate in space has its properties and interacts with other points in space via set of physical laws, you get to the point of game development where putting a wooden door somewhere, is like putting a wooden door in our world - door will react in the similar way it reacts reacts IRL, and getting it hacked by an axe is not a matter of developer making a code for it, but the door reacting to physical laws of that world. I think this (along with AI agents) will change how a lot of games are designed at the fundamental level. |
The possibilities of such an approach are mind-boggling, but then so is the processing power necessary to pull it off.
Then again, folks probably said the same thing about 3D graphics in the 70s.
Chrkeller said: I'm always impressed with each generation. I don't see that changing. I think console gamers are underestimating the room for improvement. |
Yeah Rogue Squadron II was one of the biggest wow moments for me in all my time as a gamer. To my N64 owner's eyes, seeing it in action for the first time felt like playing movie CGI in realtime, at 60fps to boot.