[HN Gopher] VoxelSpace: Terrain rendering algorithm in less than...
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       VoxelSpace: Terrain rendering algorithm in less than 20 lines of
       code (2020)
        
       Author : lnyan
       Score  : 57 points
       Date   : 2025-01-03 20:01 UTC (2 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | khedoros1 wrote:
       | [2020] could go in the title (or even [2017], looking at other
       | comments in the thread in the following discussion link).
       | 
       | There was also a discussion in 2021 of the same repository:
       | 
       | https://news.ycombinator.com/item?id=26631995
       | 
       | (and that thread links to other discussions too)
       | 
       | It's not quite the same, but I remember when I was first learning
       | programming, I wrote a program that would generate a terrain
       | heightmap, and do an isometric-style rendering using similar
       | techniques. It was in QBasic, running on my middle school's
       | 386-era DOS machines, and used graphics memory as its scratch
       | space. Slow as heck, but I was fascinated with the output. It's
       | one of the things that encouraged me to keep going with
       | programming.
        
       | louthy wrote:
       | Voxels was an interesting technique for about five minutes in the
       | early 90s, but they could never really be rendered at a high
       | enough resolution for them to look good imho.
        
         | parlortricks wrote:
         | John Lins https://youtu.be/8ptH79R53c0?si=33yYWMbfNAiJw0X8
         | Crystal Island looks amazingly detailed and smooth. Wish he
         | would continue or share how.
        
         | mllev wrote:
         | You should check out the game Teardown and then perhaps you
         | will modify your perspective
        
           | elpocko wrote:
           | Or maybe not, because it looks really bad compared to other,
           | more or less state of the art engines. The most remarkable
           | thing about Teardown is its physics, not its graphics.
        
         | big_paps wrote:
         | Outcast was such a beautiful looking game !
        
       | harha_ wrote:
       | It looks really good for such a simple algorithm. I love this!
        
       | NKosmatos wrote:
       | I remember reading about this somewhere (could be from an older
       | HN post), but this time I decided to add a comment so that I
       | don't lose it. Being a flight sim fan, I still remember playing
       | Comanche for the first time and the wow factor. It was something
       | from the future or from the movies, you got the feeling that you
       | were leaving in the computer era :-)
        
       | layer8 wrote:
       | I'd love to live in an alternative timeline where GPUs were
       | voxel-based.
        
       | mthoms wrote:
       | I have such fond memories of building a terrain viewer like this
       | (first in Pascal, then in C & Assembly) in the 1990's at the same
       | time I was learning the requisite trigonometry in high school.
       | 
       | Back then, all kinds of low-level optimizations were necessary to
       | make it work.
       | 
       | Figuring out how to do it, and optimize it with no books or
       | internet to reference is one of the most personally rewarding
       | things I've ever done.
        
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       (page generated 2025-01-03 23:00 UTC)