IMO the most overlooked part of this demo is the mention of "no lightmaps" and "no LODs", which saves developers HUGE amounts of time. I've spend good years of my life modeling/UV-ing LODs, writing fast lightmapping engines, and obsessing over lightmap compression/storage schemes, UV packing etc, and all of the scripted art pipeline tools required on top of that to pull things together. Being able to scrap all of that is going to interest a lot of game developers!
The only thing I'm missing from this engine demo is how well it handles dense foliage (my other pet peeve), with alpha-testing and at the same geometric quality/density as show here.
The only thing I'm missing from this engine demo is how well it handles dense foliage (my other pet peeve), with alpha-testing and at the same geometric quality/density as show here.
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