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Article #66551

Re: New 3D Game Rendering Method

#66551
From: Udo Stenzel
Date: Wed, 27 Nov 1996 00:00
38 lines
2505 bytes
Cliff Stabbert wrote:
> 
> On 18 Nov 1996 22:29:38 -0800, Jonathan Blow <j...@bolt-action.com>
> wrote:
> 
> <snip>
> 
> >Yes, I downloaded and ran the software.  It looks to me exactly
> >like a raycasting voxel engine, so I assume that Mr. Janczewski
> >has independently "discovered" this technique.  (He mentions on
> >his web page "the two main types of graphics techniques" and doesn't
> >at all mention voxels, so I assume he'd never heard of them.)
> 
> Well I'm all for praising people when they 'invent' something cool,
> even if it's been done before...besides, I'm not sure that what
> he's doing *is* like traditional voxel engines...not sure how
> voxel engines work but the ones I've seen were landscapes
> (Comanche (mix with sprites?), Terra Nova (mix with polys?), Magic
> Carpet) and didn't seem to have lots of well-detailed 3D objects in
> them.  If he can get this running at good frame rates with a large
> world, as he claims, I would say he's doing something new - I haven't
> seen a PC game that has that.

>From what I heard, I believe I read about something similar in PC 
Underground by B. Bertelson and others. Well they call it a voxel engine, 
but it isn't, I think. They actually texture-map a flat plane, being 
parallel to the ground (which is easy and fast), but draw not only a 
point for each texel, but a vertical line. This is slow due to the divide 
needed for calculating the height and looks ugly to me, too.

Possible Mr. Janczewski is doing something similar. Maybe even without 
proper calculation of the "voxels" height to accelerate it.

Udo Stenzel

PS: Does anyone still have the URL handy? I'd like to have a look at the 
demo, but missed the URL.
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From: Udo Stenzel <mai9...@studserv.uni-leipzig.de>
Subject: Re: New 3D Game Rendering Method
Date: 1996/11/27
Message-ID: <329D2A99.1CE@studserv.uni-leipzig.de>
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