Hello ! I am a video game student @ILOI & I am very thankful, your speech is very motivating .
Except the dude clearly doesn't know much of anything about the 3D game pipeline. Yeah, if you're very skilled, a high poly sculpt could, certainly. But then there's retopology, UV mapping, texture baking, rigging, animating, other means of optimization once imported into the engine. Granted it wouldn't take anywhere near the production time of a AAA character (Which the High-poly sculpt took maybe 10-15 hours altogether, but the finished character took ~94 hours). And granted pokemon models aren't nearly as complex as that, but I think at least a 1-3 hours from start to finish to be a fair average expectancy of artists who know the work flow well enough. I just hate how people are so critical of artists when they clearly don't understand what goes into it.
Planetary engine that can be used with elevation dataset with arbitrary resolution, while being progressively enhanced by parametrized fractal refinement algorithms. The fractal algorithms refine and introduce details down to centimeter or milimeter resolution and can be parametrized by elevation and climate data. A completely random fractal terrain is possible too, or a terrain sketched in rough resolution with fractal generating the details.
Outerra is a unique 3D rendering engine, a world rendering engine capable to seamlessly render whole planets from space down to the surface. It can use arbitrary/varying resolution of elevation data that it further dynamically refines using fractal algorithms. The fractals try to mimic natural processes, generating fine, believable terrain with high resolution. The world is also being dynamically textured and populated with vegetation using predefined land type material sets and the computed terrain attributes.
In a similar manner all other data sets are to be treated – the fractal refinement process taking on where the actual data resolution ends, creating natural land type and climate transitions along with characteristic vegetation distribution. The textures are normally generated dynamically by the fractal mixer, but it’s also possible to use bitmap overlays for selected areas, for things like the detailed aerial photos of airports and the like.
Vector data are supported as well, with ability to define roads that naturally and seamlessly fit on the terrain, by adjusting the adjacent ground and refining it by the fractals.
Vector data can be also used to define artificial regions with custom land type, such as fields or pastures. As a side effect of the universal fractal refinement process it will be also possible to have the artificial areas slowly degrade and return the land to its natural state.
Real-time atmospheric scattering computations are used to render the correct atmosphere from all altitudes. A more complex atmospheric modeling library can be integrated as well.
The embedded Chromium browser effectively allows to render and interact with web pages directly from within the game or application using the engine.
An integrated flight dynamics model library (JSBSim) provides fully configurable physics and math model defining the movement of aircraft or rocket under various natural or applied forces and moments.
The engine also handles complex vehicle physics and its interactions with the terrain. It makes an ideal platform for integrating the ground and aerial vehicle simulation into one solution, while also allowing to have the whole world available in it.