Quote:Original post by DrEvil
The biggest difference in 'next gen' games is the content.
BSP, lightmapping, precalculated visibility is alive and well in modern engines.
I think while the bar for content is always being raised, the orginal question in this thread was about engine design--therefore this comment is largely irrelevant.
The artistic quality of content has nothing to with engine design.
BSP (as I understand it) is not a particularly useful algorithm anymore with complex and dynamic environments--neither is lightmapping, so I question the relevance of these old methods to modern and future game engine design.
By modern i mean state-of-the-art, not revamped old engines. I dont pretend to be an expert, but even a cursory look at the literature and various upcoming titles shows a very noticeeable decline in the use of precalculated visiblity, lighting and so on.
Dyanimic lighitng and geometry is the key in modern engines. Every object should be able to be illuminated in one way, all collison should act the same without differentiating "models" and "static geometry". There should be reduced special cases in rendering.
Also, the "mega texture" concept is very interesting and certainly ought to be explored by engine developers, even if ultimately rejected for procedural textureing (which still has a very long way to go if it ever becomes reasonable as a general purpose solution).
I certainly think procedural generation of natural features, like terrain, vegetation, weather, etc, are becoming a real possibiility, and are certainly the way things will go in the future; natural phenomena are too complex to be hand-modelled entirely.