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Posted by davikr 4 hours ago

Voxel Space(s-macke.github.io)
127 points | 24 commentspage 2
esafak 2 hours ago|
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
davrosthedalek 1 hour ago||
Obligatory link to mars.com: https://chaos.if.uj.edu.pl/~wojtek/MARS.COM/
taneq 3 hours ago||
If you render columns instead of rows you can render near-to-far without a Y-buffer and with zero overdraw. :)
nkrisc 2 hours ago||
You just store the last highest Y value as you iterate near to far?
mthoms 1 hour ago||
This is true.

I vaguely remember there was something about the VGA architecture of the day that made this approach much slower, but I might be misremembering. My recollection of it is fuzzy. I'm hoping someone will chime in to remind me what I might be thinking of.

It might also just have been that this approach didn't work well with my lookup table optimization (see my other post).

lowbloodsugar 52 minutes ago||
I imagine that far map squares are more than one pixel wide so that read is amortized. Not so if going vertically.
TheChaplain 3 hours ago||
I really love this kind of articles, so much to learn.
haruharuha 1 hour ago||
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swordlucky666 4 hours ago|
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