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Fun! Yeah, we stored our data as slices for space and restricted rotation to the Y axis. Both were optimization since each frame of an animation was a full mode
by LouisCastle 8y ago
Fun!
Yeah, we stored our data as slices for space and restricted rotation to the Y axis. Both were optimization since each frame of an animation was a full model there was no need to rotate them. The renderer 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!!
- DonHopkins 8y agoSo that's why you didn't include the Deckard -vs- Pris scene where she rotates around the X-axis! ;) https://youtu.be/e9t5ikxjAQ4?t=1m9s https://youtu.be/e9t5ikxjAQ4?t=1m9s
- madmoose 8y agoHello Louis! I've certainly had a lot of fun figuring out how you did what you did, so thank you for that, no matter what you call it :) You certainly crammed a lot of tech into one engine! Full screen 15 BPP videos with full z-buffer with smaller alpha-channeled videos rendered on top, character models with lighting. Even the UI is looping videos. Once I get proper path finding working Blade Runner will be a lot more playable in our ScummVM engine. I've probably rewatched the opening scene of the game a thousand times while working on it... I only wished that you had used a scripting language for your game code instead of compiling it to DLLs. I know you optimized heavily for speed but it would have made our task a lot easier :)
- pjtr 8y agoFun indeed! Can you talk about how the artists authored the original models? Was it an automated conversion from a standard polygon model or from a full voxel model? Or was it all drawn in this special slice format directly somehow?
- madmoose 8y agoNot Louis, but the article I linked above says they used 3D Studio Max and converted it to the slice model format.