Game engines are basically eating the world
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Game engines are basically eating the world
1–10 of 12 posts
Re: Game engines are basically eating the world
#2Re: Game engines are basically eating the world
#3It used to be that game engines had real-time processing requirements (60/30/15 frames per second) and were constrained by the hardware on which they ran, but movies looked more photo-realistic and could take hours or days to produce a single frame.
As silicon and algorithms get faster and closer at approximating reality, the difference between the output of the two softwares approach one another. Given the amount of effort required to build these softwares it makes sense to save the years of effort, cost involved and risk involved with what essentially amounts to building a bespoke, internal graphics / physics / particle simulation engine.
Re: Game engines are basically eating the world
#4It is very much constrained to geo type applications so the "eating the world" is a little dramatic. I like the hong kong airport example that...shows how broadly applicable geo type stuff can be and how much applicability it has if you take it to a granular level
Re: Game engines are basically eating the world
#5Re: Game engines are basically eating the world
#6Re: Game engines are basically eating the world
#7It makes a lot of sense. Why would you code something that complex to simulate stuff that game engines are already capable of?
A 'monoculture' would be bad, but I don't think that's a real risk. Also, Direct3D11 isn't going away.
Re: Game engines are basically eating the world
#8Re: Game engines are basically eating the world
#9We've been surprised to see how many uses people have found for the tech, wildlife research, commercial drone operations, and more.
The default is currently cesium, but if you click the "view beta player", button, you'll see our hand-rolled game engine.