It’s hard to believe it’s been just over three years since I had my first hands-on with Euclideon’s graphics technology. I was impressed back then and have been keeping in semi-regular touch with the team to see how thing’s are going. In the past fortnight they’ve released some pretty interesting updates on how they’re going.
Aside from showing off their work looks visually, they also allude to the fact that the tech is being used in the development of two games, that they’re launching a games division in 2015 and that they are willing to start talking with investors (big or small).
First, check out the introductory video that covers what the company have been doing to date and some initial examples:
Then have a look at the hi-res demo of their software at work:
And finally some pics to look at (click on each one for full detail):
As someone interested in the area, I find the level of detail stunning. I’ve also been amused over the past three years at the huge cohort of people who have written the tech off as unviable. There’s certainly still plenty of unanswered questions, but al the same it seems to me Euclideon might be forging ahead quite nicely.
What’s your take on it?
John says
Bruce showcased UD at a game conference 2003 and still a decade later can’t show anything else than static scans. Isn’t the point with games that anything moves or feel alive with effects?
Phil says
Good scoop on the story, Dave. Well done. Nice screen shots too.
Daniel says
Nice article. I tend to check on Euclideon’s progress every now and then to see how they are doing, and I’m pretty interested in those 2 games they are mentioning. I’m especially interested how will they overcome the “material” issues: It’s one thing to scan something which looks nice if static, but to convert it to dynamic requires a lot of post processing: Adding bumpmaps, reflections, refraction, removing static shadows etc. I do hope the results will be better then the catchy marketing material they present 😀
John says
Put it like this, it’s the scan that is realistic and you can’t go too far with only show it “as it is” . Bruce answers in Gatt’s interview recently about the games: “Yes the first is an adventure game with a sword, solid scan forests, and a lot of alien type monsters. The second is a cute, clay scanned adventure where you ride giraffes. Can’t say more than that I’m afraid.” Seriously, is that enough what you can expect in games of tomorrow?