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I don’t think AI is necessary here, nor more data. You can post-process these bridges by voxelizing them and carving out the bottom. There are many heuristics to use. And with sanity checks to discard bridges the post-processor can’t handle, it could successfully clean up 80% of them.

I have built systems that turned organic meshes into voxel and sparse voxel octree representations, modified them, and produced meshes of various parameters. It is doable, sometimes you just need to dig into the academic papers for a month or so.

Probably the team just has higher priority work. Building this post-processor for bridges seems doable by one engineer over a quarter. But the bridges being represented better than they are today won’t likely sell more copies of the flight simulator. So it’s probably very low priority to fix.



I don’t know about that. Flying under bridges has got to be one of the most popular simple joys available in a flight sim.


Which is why KSP was updated to include a skyway near the launch site. But if you are flying under bridges, you are probably busy looking elsewhere to notice the less-than-photorealistic textures under the road deck.


What’s the difference between AI and heuristics?


One requires a data centre worth of GPU’s, more energy power than an island country to train and run…and the other approach works?




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