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I recall reading once that as a child, Silverman was discouraged from playing Wolfenstein 3D because of its profuse use of Nazi imagery. To substitute, he wrote
by pervycreeper 12y ago
I recall reading once that as a child, Silverman was discouraged from playing Wolfenstein 3D because of its profuse use of Nazi imagery. To substitute, he wrote his own clone of the engine, and the rest was history. Voxelstein is consequently either very good trolling, or tragically ironic. It was the only notable project using the Voxlap engine until Ace of Spades came along.
Also notable is how far ahead of its time Voxlap and voxel objects in Blood and Shadow Warrior were. Voxel engines have resurged in popularity only in the past couple of years. Also notable is CUBES5.EXE, which predated Minecraft by 15 years.
- clarry 12y ago> Also notable is how far ahead of its time Voxlap and voxel objects in Blood and Shadow Warrior were. If someone's got books, tutorials or articles on the topic of rendering voxels (the way they were used back then), I'd love some links. In the Doom community there's been talk about supporting voxel models quite a few times, and I think ZDoom now supports these, but the code is copied from build engine, which raises some licensing issues... I'd like to see some resources to help people make clean-room implementations and just understand how and why voxel models were used back then.
- pervycreeper 12y ago>I think ZDoom now supports these This has been true for a while. There are now high quality voxel replacements for almost all sprite objects that aren't monsters. It would be cool if at some point in the future, game artists could make clay models (like what Adrian Carmack did), but instead of converting to multiple sprite models, scan them in 3D to produce animated voxel models. I would also like to understand ZDoom's code at some point (esp. the voxel parts), but not quite sure where to start with that.