Voxel Space

(s-macke.github.io)

49 points | by davikr 1 hour ago

6 comments

  • Jare 3 minutes ago
    [Edit] ah ok they clarify later as a performance enhancement. I think it was pretty integral to the algorithm, but ok.

    Wait why do they say painter's algorithm. Comanche and other such voxel terrain engines went front to back and never had overdraw.

  • a1o 27 minutes ago
    When this was first posted I made a game with a port of this approach to AGS Engine. Nowadays AGS is much faster since we have improved a lot of things, but this wasn’t the case at the time, so I had to make a few little tricks to make the rendering work well with the engine at the time.

    https://github.com/ericoporto/i_rented_a_boat

  • tdeck 34 minutes ago
    It's interesting that the color maps seem to have shadows "built in", so that you get a 3D bevel effect from just looking at the color map.
  • TheChaplain 55 minutes ago
    I really love this kind of articles, so much to learn.
  • taneq 46 minutes ago
    If you render columns instead of rows you can render near-to-far without a Y-buffer and with zero overdraw. :)
  • swordlucky666 1 hour ago
    [dead]