ImpScary wrote:LordBaal
I meant technical aspect, not the purpose.
Technically they have done a wonderful job with their engine and looks quite beautiful.
As to how it differs to ours, well we use a true 1:1 scale system, all the engines like them use roughly a 1:1000 or 1:10000.
What that means is they are scaling down the actual size of the unit so that their FP numbers work within their shaders.
With that, you lose precision when it comes to things like animations of models, camera distance clipping.
The other limitation to these engines are that they use large data file sizes. We are talking multi hundred MB heightmaps and cloudmaps.
Looking on their site in the addon section; ~600MB just to make the clouds look like they do in the video. (I'm assuming their ~600GB is a typo and they meant ~600MB) :p
So when you start to add all this up, you have already hit several GB in size... WITHOUT game content. (I know it isn't meant for gaming)
Not to mention what it would use in system ram just to run... I'd estimate around the ~1.2GB mark.
As to our engine, we use a true 1:1 scale. We don't scale anything down and we run it just fine. But we need our precision for the game we have in mind.
Then we don't have any data files to worry about outside of tile textures and such.
Look at our cloud system... Plenty of detail for the moment and it uses something like a ~16MB texture as a base.
And at the moment, in system memory, we only use ~300MB.
Overall, considering that these two engines were bred for two completely different purposes... It's like comparing Apples to Bananas.
palaslet wrote:Hi guys,
I think we need to mention it's plugin-based nature as well (if I've understood it correctly). Such as we can create our own fauna engine or height map engine and plug it in to suit our needs. Seems like H.U.G.E is much more "dynamic", so to speak.
I'm sure Aussie Genesis can elaborate for you
Correct, our engine is modular.
Meaning if you didn't want our Flora system for example and wanted to use SpeedTree, you can easily comment out a line in the source and redirect it to the right routine.
Or as Palaslet mentioned, if you wanted to use heightmaps instead... You can do that too.
Our engine is about flexibility, versatility and functionality. It is truly HUGE.
.: EDIT TO ADD :.
Just ran the engine to check some things out... Uses about the same as we do in memory, but I didn't download the cloud addon.
To be honest, they are at the stage we were about a year ago in terms of planetary usability.
Plenty of Z-fighting, bad terrain lod adjustments, page seams and countless other graphical issues. Those will be solved with time however.
They are using a 1:1000 scale for their system.