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Could you give me an example of what you have in mind that current rendering engines can't handle?



Sure.

Here's someone developing an engine capable of rendering infinite, fractal worlds:

https://www.youtube.com/watch?v=V1MjZbGbi4I

Here's someone developing an engine with hyperbolic geometry (though dressed in mundane setting):

https://www.youtube.com/watch?v=VYfWfrk5P7w

Mirror Drop is an abstract art puzzle game that's kind of difficult to define:

https://www.youtube.com/watch?v=e1zHgYUE9HY

Here's a game where the speed of light is simulated and variable:

https://www.youtube.com/watch?v=uu7jA8EHi_0

The primary point of my argument is that we don't have things in mind that current rendering engines can't handle, precisely because our current engines are so hell-bent on replicating reality. Why dream of what your tools can't make?


An example would be good, but I think hypertele-Xii's point isn't about what engines can handle, but about where engine developers are (and aren't) spending their money and time, and what they're making easy for users to do --- that if they make realism easy, then that's where users will go.


Not OP, but I think rendering scenarios where light doesn't follow straight lines would be problematic for current rendering engines. Also, some hypothetical portal or other dimension scenarios.




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