mirror of
https://github.com/gomson/TimothyLottes.github.io.git
synced 2026-08-04 22:58:49 +00:00
39 lines
1.4 KiB
HTML
39 lines
1.4 KiB
HTML
<html><head><link rel="stylesheet" href="style.css"></head><body><div class="page">
|
|
<h1>20070710 - Graphics Engine Introduction</h1>
|
|
<br>
|
|
|
|
|
|
|
|
How do you make the impossible possible?<br><br>
|
|
|
|
At its core, the Atom Game Engine holds a compressed solid cellular representation of the entire world which is hierarchically expanded and contracted based on the players field of view,
|
|
local surroundings, and interactions with the world and other players.
|
|
As time passes the Atom World reclaims the low detail changes which regrow into the world's ever changing natural "low energy" state
|
|
which is defined by the simple compressed animated procedural cell structure which defines the world itself.
|
|
<br>
|
|
<br>
|
|
<center><img src="20070710-A.jpg"></center>
|
|
<br>
|
|
|
|
The Atom Graphics Engine is directly integrated with the solid cellular representation of the Atom World.
|
|
Due to Atom's unique world representation, you can literally zoom into the molecular structure of anything, even on the inside.
|
|
This also works in reverse, Atom is able to simplify any structure, and thus has infinite level of detail control.
|
|
<br>
|
|
<br>
|
|
<center><img src="20070710-B.jpg"></center>
|
|
<br>
|
|
|
|
Atom has no limitations on sparseness of objects, or field of view.
|
|
It seamlessly and adaptively expands and contracts its representation of the world based on what the eye is looking at.
|
|
<br>
|
|
<br>
|
|
<center><img src="20070710-C.jpg"></center>
|
|
|
|
|
|
|
|
|
|
</div></body></html>
|
|
|
|
|
|
|