Category: Uncategorized
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Lumberyard Bistro Benchmark V1
Quick test on the AWS Luberyard Bistro rendering benchmark. https://developer.nvidia.com/orca/amazon-lumberyard-bistro Amazon Lumberyard Bistro Click To Enlarge Images Donor: History: License: Details: Polaron render This was unpacked in Polaron to 274.8 Billion Voxels (no adaptive simulation here). Some screen shots. We would need […]
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An (EOS optimised) voxel by any other name…
A voxel is a term in computer graphics and 3D modelling, representing a value on a regular grid in three-dimensional space, similar to how a pixel represents a value in two-dimensional space Regardless of the terms and names we assign to digital […]
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Animated creatures in a Voxel Environment
The description is about a procedural creature engine test for a psychological sci-fi horror game targeting PC, planned for release in 2024. It features creatures navigating a voxel-based cityscape, derived from Lidar and SAR data. Each creature limb autonomously interacts with the […]
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Future modelling of Cities
https://colouringlondon.org/ https://github.com/colouring-cities/colouring-cities.github.io The fine people at the Turing Institute, are wrestling with some very familiar data problems, we’re really interested in these programmes of work – and would recommend anyone who has a spare moment take the time to have a poke […]
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Procedural generation vs Ai for Vehicles – an M270 MLRS example
We’re looking to make both serious simulations and PC games. At present however most Ai are derivatives of very large scale Copyright challenges / Scraping exercises. Large distribution channels such as Steam (biggest PC games marketplace that controls 50-70% of all PC […]
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Seeking feedback around RTS-Destruction & Game Mechanics
We’re taken to social media to seek feedback on our thoughts on how we might create an action or RTS game based on destruction and the powerful simulation tools under the hood of Polaron. If you’re interested in finding out more – […]