Voxel Space
The article discusses the history and technology behind the Voxel Space engine, which was used in early 3D games like Comanche. It explains how the engine utilizes height and color maps to render terrain in a 2.5D format. The article also outlines the basic rendering algorithm and how it has evolved over time.
- ▪Voxel Space was a significant advancement in 3D game graphics during the early 1990s.
- ▪The engine uses height and color maps to represent terrain, limiting complex geometries.
- ▪The rendering algorithm is relatively simple, allowing for efficient processing of graphics.
Opening excerpt (first ~120 words) tap to expand
VoxelSpace Voxel Space Web Demo of the Voxel Space Engine History Let us go back to the year 1992. The CPUs were 1000 times slower than today and the acceleration via a GPU was unknown or unaffordable. 3D games were calculated exclusively on the CPU and the rendering engine rendered filled polygons with a single color. Game Gunship 2000 published by MicroProse in 1991 It was during that year NovaLogic published the game Comanche. Game Comanche published by NovaLogic in 1992 The graphics were breathtaking for the time being and in my opinion 3 years ahead of its time. You see many more details such as textures on mountains and valleys, and for the first time a neat shading and even shadows. Sure, it’s pixelated, but all games in those years were pixelated.
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Excerpt limited to ~120 words for fair-use compliance. The full article is at VoxelSpace.