Originally Posted by OmegaNemesis28
Someone said that on the first page. I don't see why many say they can't do animations. What makes you say that?
And they claim they do too.
They're almost certainly using a sparse voxel-based octree to partition the data in their content. Every time a branch or node in the octree has changes within it you need to recalculate the which voxels are within that node or have moved to another node. This calculation is usually not something you want to do on huge amounts of data (that this level of detail would require) each frame, as it can be expensive.
Technically they could store animated objects in a way where they aren't connected to the same data as the static environment so that it could be cheaper to update. But regardless, the animated object itself would have to be continuously sorted so that you knew which voxels would be visible.
There's always the possibility they've found out ways around this, it's not a completely new field for rendering, but it's definitely not well traveled so there is plenty to discover.
Sparse Voxel Octree
As I mentioned in my previous post, it is likely they would use a polygon-based system (rasterization) for the animating objects, this is what the Atomontage Engine is doing.Edited by lordikon - 8/2/11 at 11:55am