Added **strafe** & **roll** to our #VoxelSpace code.
📽️ https://youtu.be/bQBY9BM9g_Y
Tilting/rolling the camera as we turn left and right is similar to the movement of the original #Comanche game from 1992.
We published a Youtube video on #VoxelSpace!
Let's #code, together, a very simple version of the terrain rendering algorithm used by the MS-DOS game #Comanche, released by Novalogic in 1992. ❤️
📽️ https://youtu.be/bQBY9BM9g_Y
Check it out! 🙂
holy shit i can add grass! :o
#GameDev #voxel #voxels #VoxelSpace
#gamedev #voxel #voxels #voxelspace
Here's the small #p5js sketch I used to visualize the #VoxelSpace 90° FOV left & right points as the camera angle changes.
/* Left */
plx = cos(a)*zfar + sin(a)*zfar;
ply = sin(a)*zfar - cos(a)*zfar;
/* Right */
prx = cos(a)*zfar - sin(a)*zfar;
pry = sin(a)*zfar + cos(a)*zfar;
Novalogic's #VoxelSpace engine evolved and had many iterations.
The first time we saw the engine was in 1992's Comanche: Maximum Overkill, running on 32-bit DOS. The engine also powered games like Comanche 2 and Werewolf vs. Comanche.
The next iteration was called "Voxel Space 2", running games like 1997's Armored First 2, Comanche 3 (attached), and Comanche Gold.
The third major iteration, "Voxel Space 32" was used in games like 1998's Delta Force, Armored First 3, and Delta Force 2.
New Youtube video on the #VoxelSpace Engine (Comanche Terrain Rendering).
This is one of my favorite algorithms ever! ♥️
Video:
youtu.be/bQBY9BM9g_Y
We'll do a high-level overview of how the technique works, and write a super simple C implementation together.
I took my time with this one; this is *no* Tiktok video!
Enjoy! 🧉😉