A hybrid solution
Atomontage Engine can mix polygon-based with voxel-based content and render both in real-time. Currently only static content can be voxel-based. The engine features an accelerated renderer so the engine performs well on modern PCs as well as on older PCs in real-time. It manages the LOD of the rendered data so that real-time performance can be achieved also in cases with very limited resources available for rendering.
Don't forget Comanche 3 and Delta Force 2 by Novalogic.Like the shattered steel engine developed by bioware in 96
Currently only static content can be voxel-based
Atomontage is a voxel-based middleware solution that if implemented in modern games, promises both realistic physics by atom simulation, as well as greater graphical fidelity.
this seems a contradiction
so you can only apply physics to stuff that doesnt move ??
Indeed flip the bits back and forth(negative image) at different rates and you'll be surprised what you see. looks like cellular structure you can see streams of data floating around colliding forming new patterns quite marvelous like a living sculpture or paintingLet's go quantum
Commanche 1 and probably 2 used simple 2D sprites for enemies and destructible ground objects.
Looked amazing for its time though but it took a 486/50 to get smooth frame rates, and I think 4 megabytes of memory.
The extra data you saw was the streaming of more detailed layer, there was no extra detail generated.Looks quite interesting. The landscape area looks to be a voxelized satellite image. Notice he doesn't zoom in very much until he switches to some kind of extrapolated version where it generates more detailed depth information based on rough height data? I was wondering how it was overall created and I figured that would be the way it was done. And since there isn't a lot of detail, it wouldn't take a lot of space either.