Voxel Space

75 points13 comments2 hours ago
nine_k

Technically this is not related to voxels ("volumetric pixels", so to say), which split the 3D space equally along all three axes. This is just a height map, a set of prisms, not entirely unlike a Doom map. Every prism has a regular fixed-size square base.

For 1992, this was mind-boggling though.

blaze33
a1o

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

Jare

[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.

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tdeck

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.

esafak

I remember how groundbreaking Comanche was. Now I learned that it was a result of the programmer's experience in the medical industry (CT/MRI scanning): https://en.wikipedia.org/wiki/Voxel_Space

taneq

If you render columns instead of rows you can render near-to-far without a Y-buffer and with zero overdraw. :)

TheChaplain

I really love this kind of articles, so much to learn.