4 ms·
Don't remember the details but when I was coding on Outcast, the voxel engine was quite sophisticated there. Many optimisations were done to avoid multplication
by wiz21c 6y ago
Don't remember the details but when I was coding on Outcast, the voxel engine was quite sophisticated there. Many optimisations were done to avoid multplications, divisions, use MIP maps, improvce CPU pipelining, etc. So although you can do something in 20 lines of code, there's much more to do to achieve a decent frame rate on old computers... But nice demo anyway (and for proper credits, I didn't write the voxel engine of Outcast, I was sitting in the same room of the dude who optimized it, and he was really good at that... fond memories !)
- FeepingCreature 6y agoThat game was amazing. Still is, really. The particle effects hold up incredibly well even now.
- s-macke 6y agoGreat to have an Outcast developer right here on Hacker News! Outcast was a great game with awesome graphics. Unfortunately, Voxel Space died soon after. Of course, this demo is just a starting point. I could optimize it even further, also in JavaScript or WebAssembly. But that's not the goal of the project. It is more a fan site for the technique.
- wiz21c 6y agoHey, of course. I didn't want to say your demo is wrong neither. We all end up coding "small versions of existing stuff" sooner are later. And the fun is always there ! (on my side I still participate in the demoscene, coding my n-th 3D engine for fun, so you see, once you get hooked... :-) )