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Spritestack – 3D pixelart editor based on sprite stacking technique

spritestack.io

31–38 of 38 posts

Re: Spritestack – 3D pixelart editor based on sprite stacking technique

#31

How is this different from any other voxel editor? It appears to just be a stack of 1 pixel high sprites you draw one at a time, like a 3D printer might extrude. ...I mean, fair enough, but don’t invent a whole new word for a concept that already exists unless it’s actually different?

It isn't. I wrote a "sprite stack" exporter for VoxelShop (an open source voxel editor) a while back.

https://github.com/simlu/voxelshop

Re: Spritestack – 3D pixelart editor based on sprite stacking technique

#32
post #6

How is this different from any other voxel editor? It appears to just be a stack of 1 pixel high sprites you draw one at a time, like a 3D printer might extrude. ...I mean, fair enough, but don’t invent a whole new word for a concept that already exists unless it’s actually different?

In a voxel editor you edit a 3D world using the smallest unit as cubes/spheres/etc. in 3D space. This is a 2D pixel editor with "stacks" of sprites.

But technically this is a "voxel editor" - because originally "back in the day" - voxel engines (those few that existed) rendered everything with pixels.

With a bit of googling, you can find some of these engines - here's a start - Ken Silverman's VoxLap (if you don't know who he is - then I haz a sad):

http://advsys.net/ken/voxlap.htm

Note that these are not "small 3D cubes" - they are literally just pixels. It was a technique that was explored in the 1990s during the whole DOOM era, but machines weren't able to render fast enough, and 3D cards just kept getting better - and here we are today.

Again - you can find more than a few of these examples from the time, but the tech of the day just wasn't fast enough.

Editors for voxel objects didn't exist - but they didn't really need to, because regular 3D editors could create the objects.

Which makes me wonder how well those old engines would work today, if this "sprite stacking" thing works well. As I recall back then, the demos I recall seeing weren't terrible, they just weren't up to the performance levels needed for a game engine...

EDIT: Some more detail and history:

https://killscreen.com/articles/meet-the-voxel-pixel-cousin-...

Re: Spritestack – 3D pixelart editor based on sprite stacking technique

#35
post #28

Earlier quoted context omitted.

is there not enough tools? what do you miss?

As far as I know, the available open-source tools that are suitable for producing pixel art, are strictly flat-2D-only. Not that you can't do 3D pixel art with them, but they certainly won't help you get there. Edit: I just realized that maybe your question is broader than just pixel art. Open-source game development in general is a very underserved field; in terms of integrated game development environments, the bes…

> As far as I know, the available open-source tools that are suitable for producing pixel art, are strictly flat-2D-only.

There are plenty of voxel editors out there:

https://ephtracy.github.io/

I'm not sure how "stacked sprites" differ from voxels, since this appears to be the same technique Westwood used in it's voxel engine; but voxels are the traditional "3d" pixel art.

Re: Spritestack – 3D pixelart editor based on sprite stacking technique

#38

Earlier quoted context omitted.

As far as I know, the available open-source tools that are suitable for producing pixel art, are strictly flat-2D-only. Not that you can't do 3D pixel art with them, but they certainly won't help you get there. Edit: I just realized that maybe your question is broader than just pixel art. Open-source game development in general is a very underserved field; in terms of integrated game development environments, the bes…

> As far as I know, the available open-source tools that are suitable for producing pixel art, are strictly flat-2D-only. There are plenty of voxel editors out there: https://ephtracy.github.io/ I'm not sure how "stacked sprites" differ from voxels, since this appears to be the same technique Westwood used in it's voxel engine; but voxels are the traditional "3d" pixel art.

That voxel editor isn't open-source either, though.
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