5 minutes ago, Boris The Brave said:
I had been working on that tutorial for a long time and picked Sunday due to personal timing, so I expect it's just co-incidence.
I could pass this as co-incidence because I know from personal experience that making a tutorial takes a lot of time and planing.
However it's not only your topic, there is two other on gamedev.net and a few similar post cropping up on other game development forums. Players are talking about it and so are other developers.
One more thing it could be is that maybe the anti-hype around No Man's Sky settled down so everyone who wanted to clone it's mechanics is now trying.
I don't know what it is but now seams like a good time to invest into marching cubes. Could be that it is what the players around the world is looking for.
37 minutes ago, JoeJ said:
Yeah, i'm not convinced of Atomontage or such things, but Voxelfarm for example seems really nice tech for user generated content and destruction.
It's the same problem as Euclideon in that it looks like a good idea but polygons are so far in the lead that even with huge amounts of money there is no way to close the gap: https://www.youtube.com/watch?v=gM6QkPsA2ds
The main thing most voxel engines forget is that polygons do in fact use the same data types as voxels. A vertices is a voxel. So investors can keep investing in polygons and get a quick return and this advances both voxel studies and polygon studies. That is why we have global illumination based on a voxel like grid and use lots of volume tricks.
The main problem and the thing I think most relative to this topic is that voxels are static by nature. Tracking every data point consumes too much resources and is why things like Marching Cubes was mostly used in sculpting software, where nothing has to move much.
Maybe we have finally reach the point where things like this could be considered to be used at real time.