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Voxel Space (2017)

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61–70 of 74 posts

Re: Voxel Space (2017)

#61
post #39

Brings back memories. Comanche was incredible when it came out, running on (IIRC) our family’s 386SX-16. I tried to replicate the effect in Visual Basic, albeit with very limited success at the time.

Delta force 2 for me [1]! The only real problem with it was you could see characters as moving single pixels across the map...and hit them without too much trouble.

[1] https://youtu.be/SyBh91UYVS8

Re: Voxel Space (2017)

#62
post #52
post #42

Earlier quoted context omitted.

> It's kind of weird to call them "columns of voxels" when the columns can't have gaps No, it's not weird. The columns don't have gaps because they are columns represented by a height map, which can't display arbitrary voxel geometry (unlike octrees), but that doesn't mean they can't display voxel geometry at all. > Which is to say, they're just columns...which is (definitionally) just a height map. Yes. A height map…

> A height map is representing voxel data without overhangs. A height map can represent voxel data if the columns are integer heights, in the same way an integer can "represent" an infinite number of countable things. It's like saying the number 7 is "related" to a group of 7 ducks. The relationship is kind of meaningless. But more importantly height maps can use also floating point heights in which case there's no r…

In the present case (Comanche) they clearly do represent integer heights.

Re: Voxel Space (2017)

#63
post #44
post #9

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.

Playing it on a decent PC in 2992 was mind blowing.

[deleted]

Re: Voxel Space (2017)

#64
post #31
post #9

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.

This height map contains vertical elements though.

Was the RAM shortage finally over that year?

Re: Voxel Space (2017)

#66
post #18

Earlier quoted context omitted.

No? Each pixel on a height map corresponds to a column of voxels of the specified height. You could represent the same height data with a fully general octree and it would look exactly the same.

It's kind of weird to call them "columns of voxels" when the columns can't have gaps and the "voxels" below the topmost are ignored completely. Which is to say, they're just columns...which is (definitionally) just a height map. In fact, an octree for this approach would be _meaningfully worse_ because finding "the topmost voxel" in each column is O(logn)—or maybe worse?—versus O(1) for a height map. With no benefits…

Voxel below topmost were not „ignored completely”. They were absolutely rendered in e.g. steep cliffs.

Re: Voxel Space (2017)

#67
post #42

Earlier quoted context omitted.

> It's kind of weird to call them "columns of voxels" when the columns can't have gaps No, it's not weird. The columns don't have gaps because they are columns represented by a height map, which can't display arbitrary voxel geometry (unlike octrees), but that doesn't mean they can't display voxel geometry at all. > Which is to say, they're just columns...which is (definitionally) just a height map. Yes. A height map…

Your argument comes down to the meaning of "voxel", then. Voxels have volume, and they are represented with polygon faces. If you think that applies here, I guess more power to you.

They don't necessarily need to have polygon faces when you zoom in, they can just be rendered as dots with a single color, as long as adjacent voxels don't show gaps (unlike point clouds). Similar to how there are different methods of zooming into 2D pixel images.

Re: Voxel Space (2017)

#68
post #39

Brings back memories. Comanche was incredible when it came out, running on (IIRC) our family’s 386SX-16. I tried to replicate the effect in Visual Basic, albeit with very limited success at the time.

I played hours and hours of it, networked multiplayer version, with my work colleagues .. it was part of our regular TGIF team-building exercises, among a few bouts of Descent2, some Warcraft2 and the odd Quake .. ah, halcyon days indeed .. we all had our joysticks at the office, lol.

Re: Voxel Space (2017)

#70
I remember Comanche well. It was amazing for the time. Not many other games used this tech, probably because it's got definite limitations, like not being able to have multiple levels or overhang. But for a mountainous landscape without caves it worked well.
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