3 ms·
Fun! Yeah, wes stored our data as slices for space and restricted rotation to the Y axis. Both were optimization s since each frame of an animation was a full m
by LouisCastle 8y ago
Fun!
Yeah, wes stored our data as slices for space and restricted rotation to the Y axis. Both were optimization s since each frame of an animation was a full model there was no need to rotate them. The rendered could render them from any angle though so I still consider them voxels. More like voxels lite then voxel plus.
We also used a lot of sprite cards with zdepth and a quick normal hack for lighting. You had to cut corners where you could back then!!