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cheald
on Aug 3, 2011
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Notch on Euclideon: It's a scam
Procedurally generated assets take very little
storage
. They still take just as much memory to actually put into the scene graph and render.
skyfex
on Aug 3, 2011
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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.
wlievens
on Aug 3, 2011
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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.
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