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Re:Notch on Euclideon: It's a scam by thirsteh on Tuesday August 02, 2011 @05:29PM (#2838786)
The reddit thread http://www.reddit.com/r/gaming/comments/j6sr1/a_simple_and_e... has a bunch of good comments that outline why Notch isn't really in a position to post stuff like this.
Re:Notch on Euclideon: It's a scam by interrupt on Tuesday August 02, 2011 @08:10PM (#2839221)
Anyone who's watched that demo has noticed exactly what he said, that their demo is basically a 2D tilemap of a few repeated 3D objects, most likely to make the memory requirements of storing voxels at that level of detail feasible.
Re:Notch on Euclideon: It's a scam by superfx on Tuesday August 02, 2011 @08:16PM (#2839242)
If I recall in the demo, they kept on referring to procedural generation, and so perhaps they have a few tricks up their sleeve for generating content (trees being an obvious example) that would be varied yet take up little memory.
Re:Notch on Euclideon: It's a scam by cheald on Tuesday August 02, 2011 @10:31PM (#2839596)
Procedurally generated assets take very little storage. They still take just as much memory to actually put into the scene graph and render.
Re:Notch on Euclideon: It's a scam by skyfex on Wednesday August 03, 2011 @04:11AM (#2840254)
Not with ray casting of sparse voxel octrees, which is probably what they're doing. Depending on how the procedural generation work, you only need to generate that which you render.
Re:Notch on Euclideon: It's a scam by wlievens on Wednesday August 03, 2011 @04:05AM (#2840241)
Not if your assets are functional, such as a procedurally generated heightmap. Then they take up next to no memory.

But you can't do that efficiently for a tree, I think.