Voxel Space

(s-macke.github.io)

84 points | by davikr 2 hours ago

9 comments

  • nine_k 53 minutes ago
    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.

  • blaze33 31 minutes ago
  • a1o 1 hour ago
    When this was first posted I made a game with a port of this approach to AGS Engine. Nowadays AGS is much faster since we have improved a lot of things, but this wasn’t the case at the time, so I had to make a few little tricks to make the rendering work well with the engine at the time.

    https://github.com/ericoporto/i_rented_a_boat

  • Jare 59 minutes ago
    [Edit] ah ok they clarify later as a performance enhancement. I think it was pretty integral to the algorithm, but ok.

    Wait why do they say painter's algorithm. Comanche and other such voxel terrain engines went front to back and never had overdraw.

    • s-macke 43 minutes ago
      Author here. Yes, it is integral. I chose this approach to first show how to draw it from back to front, because the code is easier to understand this way.
    • swiftcoder 54 minutes ago
      Reverse painters algorithm is still painters algorithm. You trade off the cost of a full screen clear before the frame, in return for eliminating overdraw
      • knome 46 minutes ago
        You could avoid a full screen clear by using the y-buffer to draw in sky segments after rendering terrain.
        • swiftcoder 45 minutes ago
          You still need to have some sort of mask to tell you which pixels have not yet been written this frame
          • knome 29 minutes ago
            that's what the y-buffer is that the article mentions in the front-to-back rendering section.

            it tracks how tall each columns write is so you can use it to only write the diff between it and the voxel behind it, skipping writing anything at all if the voxel behind is shorter than the current height.

            So once you're done rendering front-to-back, you've got a y-buffer of highest-writes you can slap your blue sky across from highest-to-screentop on each line, avoiding the need to clear by write the sky to the full screen before starting the render.

  • tdeck 1 hour ago
    It's interesting that the color maps seem to have shadows "built in", so that you get a 3D bevel effect from just looking at the color map.
  • taneq 1 hour ago
    If you render columns instead of rows you can render near-to-far without a Y-buffer and with zero overdraw. :)
    • nkrisc 6 minutes ago
      You just store the last highest Y value as you iterate near to far?
  • esafak 52 minutes 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
  • TheChaplain 1 hour ago
    I really love this kind of articles, so much to learn.
  • swordlucky666 2 hours ago
    [dead]