hm, 15 sextillion hypercubes would not run on a 1660 Ti at all. Looks cool, but even if you used the gpu it wouldn't render in real time. Shit, you'd be borderline freezing the computer at 1 trillion on a custom game engine written in C or purely using the gpu, this is not possible on unity at all
It is possible using raymarching, some tricks in math with SDF's and raymarching make this possible. In short you can get exponentially more detail for lineary more compute power. The main problem wouldn't be the computation but storing all the hypercubes with traditional methods would be nearly impossible. Last note, the main computation happens on gpu, in shaders. What it was made in doesn't matter much as long as you render it in shaders in this case.
BRO, now I can levitate 🤯
this is the shit you see when you have your eyes closed for too long
fractals are much easier to store in memory than i thought
The way they are rendered using raymarching, a fractal is a function in a shader, so to save them you only need around 4kb.
This the most interesting fractal video I've seen so far! Imagine seeing it through stereoscopic googles.
Beautiful worlds, good job!
it's really fascinating, you could make a 4D exploration game one day
have you heard of fractal block world? it's kind of like this but only in three dimensions
that idea sounds like the marble game that codeparade made (or maybe hyperbolica)
Wow, really nice work!
A M A Z I N G
+new sub
+good job
i love the swiss cheese fractal!
Can I use the music for a video at 0:01 ?
It looks absolutely amazing!
That look like it took several decades to make this.
Something about the music in the beginning reminds me of mezzanine in 4D golf
Bro use nasa pc 💀💀💀
Make this game an free app accessible with all devices
mismerasing
hm, 15 sextillion hypercubes would not run on a 1660 Ti at all. Looks cool, but even if you used the gpu it wouldn't render in real time. Shit, you'd be borderline freezing the computer at 1 trillion on a custom game engine written in C or purely using the gpu, this is not possible on unity at all
It is possible using raymarching, some tricks in math with SDF's and raymarching make this possible. In short you can get exponentially more detail for lineary more compute power.
The main problem wouldn't be the computation but storing all the hypercubes with traditional methods would be nearly impossible.
Last note, the main computation happens on gpu, in shaders. What it was made in doesn't matter much as long as you render it in shaders in this case.
@@tucan7112 Well, raymarching is still somewhat expensive