FRONTIERS
EDIT: The game has changed quite a bit since this ambitious start, so as you read this keep in mind that I'm describing a product that doesn't exist any more. When deadlines began to slip I ditched most of the tech I was working on and started over with an existing terrain engine. Alright. Today I'm going to spill the beans about the game I'm working on. First, strap on your time travel helmets because it's time for a lengthy flashback. (Spoiler: the game's called FRONTIERS , and if you don't care about origin stories, skip the orange .) Still with me? Sweet. Way back in the early 2000s when I was still in college, I wanted to create a particle physics based game engine. I dubbed it the PPBGE. (Anyone who knows me will tell you, names are not my strong point.) I'll resist the temptation to get into the gory details, because there were only two bits that mattered. First, all geometry would be virtualized; world objects would be stored & manipulat...