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Yan Nesterov2018-05-03 11:01:17
GPGPU
Yan Nesterov, 2018-05-03 11:01:17

Creating a game on fractal graphics, mmm?

Does it make sense today to create projects in the field of game development using not prepared raster graphics, but using fractal functions and their dynamic constructions? Or the hardware is still too weak for such things, or it may be that processing and building a 3-d function is much less resource-intensive than calling a frame "according to the classics".
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VoidVolker, 2018-05-03
@VoidVolker

Has been used for a long time. Procedural textures and vector graphics in one form or another are found in many modern games. For a long time already there are compact and quite full-fledged 3D games weighing several megabytes. EMNIP, about 7-10 years ago I saw a demo of a game engine that used all this and, moreover, it used fractal graphics, and as a result it perfectly digested different scales of the scene and easily and smoothly switched between them. Each approach has its pros and cons. Raster graphics require a lot of memory and suffice for a weak processor, vector graphics require very little memory and a more powerful processor. In the end, it all comes down to the ratio of time "loading an image from disk into memory and drawing it on the screen" vs "calculate the color at a certain point using a formula or a set of formulas and drawing it on the screen."

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