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.
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.
[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.
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.
Previous discussion (2017): https://news.ycombinator.com/item?id=15772065
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
[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.
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.
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
If you render columns instead of rows you can render near-to-far without a Y-buffer and with zero overdraw. :)
I really love this kind of articles, so much to learn.