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by pbhjpbhj 5948 days ago
I think he mentions around the 5 minute mark that this is not quantised (point clouds like Voxel, which comes in again in the end minute comparison).

Why is the move from a polygonised surface to a smoother surface made with more polygons and not made by mathematically defining curves like polylines in 2D vector art. I know processing, but surely current GPUs can manage completely smooth curves for some games (not FPS in other words).

What also interests me is that using a perfectly smooth line rendering appears actual less real than using the voxel approach and how that will effect developmemt of game physics.