|
The Author
Welcome! My name is Branislav Síleš (read as Seelesh) and I am the lead developer here at Atomontage.
I have been playing computer games and programming CG stuff since my teen age.
I quickly realized that I find game engines the most interesting thing there.
And limiting.
In late nineties most game developers insanely switched to hardware acceleration.
With dozens of new accelerated same-looking games it started to be obvious that acceleration easily killed the invention in real-time 3D CG.
The creative potential of most game engine programmers became wasted on creating titles with average quality, average graphics and virtually no physics.
So, being inspired by a few voxel-based games and motivated by the creativity lacking mainstream,
I decided to get engaged with game engines and, what I find more important, with physics simulation.
I have started to think about a new kind of technology,
one that would provide all the then missing functionality while being more or less independent of a particular acceleration hardware.
My goal was to develop a totally efficient, physics simulation friendly 3D engine.
Now, starting December 2009 I am here to provide you with what I believe could become the ultimate solution in real-time visualization and physics simulation.
Polygons are dying out and my goal is to make it easy for you – realism oriented VR software developers,
to start to create real computer games, visualization tools and similar interactive software.
Currently I am about to develop the first massively voxel-based title powered by Atomontage Engine and I hope I will stimulate interests of all the skeptics around.
The Past
My effort in creating a little different game engine can be dated back to 1997.
Between 1997 and 2000 I tried to develop a vector-based software renderer that should have enabled reaching a near to unlimited detail
of the rendered content while running at a constant frame rate.
The whole engine was coded in assembly language and after making it a partial success I have decided to stop its development.
Before 2003 I have written a few 256 bytes intros featuring 3D CG running on interactive framerates.
All these intros were based on voxel rendering.
After finishing Oxlpka I've decided to evaluate voxel-related approaches in real-time computer graphics.
In 2002 it began to be clear to me that with exponentially growing transistor count on the CPU/GPU a modern voxel technology will soon render polygons obsolete.
I was certain that one day, at least because of natively supporting realistic physics,
a well designed voxel technology will become the ultimate great leap in the evolution of real-time 3D engines.
In 2008 with my engine producing first visually interesting results I have realized that the day should have come years ago already.
I saw that my estimations from 2002 on CPU and memory capacity necessary to run such an engine were completely correct.
The numbers are easy to remember: 1GHz and 1GB1).
These parameters are what makes Atomontage Engine a well performing voxel-based technology providing real-time rendering and physics simulation of volumetric content.
Destructions included.
Thermodynamics, too.
And much much more!
1) Video-memory included
My Team
Me and my friends are eager to spend following years developing original concepts, new approaches and solutions in computer games and similar VR software.
We are ready to create games with emphasis on physics, interaction and extreme detail.
Want to cooperate?
|
|
|
|