3 ms·
Here's from Vangers' website https://web.archive.org/web/20100114235648/http://www.kdlab.com/vangers/eng/features.html https://web.archive.org/web/2010011423564
by remram 5y ago
Here's from Vangers' website https://web.archive.org/web/20100114235648/http://www.kdlab.com/vangers/eng/features.html https://web.archive.org/web/20100114235648/http://www.kdlab....:
> All the worlds in Vangers were created with Surmap A.R.T., K-D Lab's proprietary terrain editor, and the accompanying voxel-polygonal technology.
How do you figure you can render a voxel without any sort of polygon?
- aasasd 5y agoYou draw the voxels on the screen. You color pixels according to the positions of voxels, and shove them into the framebuffer. IIRC Vangers could work without 3d acceleration (in the original release, at least), and possibly did not require it at all. Polygons are used for vehicles and items, and there are maybe fifty polygons per a vehicle. You'll notice also that the depth of the voxel terrain is quite limited, as is the main view dimensions. Also, the game engine is open-sourced, though it's the updated re-release: https://github.com/KranX/Vangers https://github.com/KranX/Vangers
- remram 5y agoDo you mean that you draw each voxel as a single pixel? Is that your requirement?