2D-isometricRenderer
VoxelSpace
2D-isometricRenderer | VoxelSpace | |
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1 | 20 | |
349 | 5,794 | |
- | - | |
5.7 | 0.0 | |
8 months ago | about 1 year ago | |
C# | C | |
MIT License | MIT License |
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2D-isometricRenderer
VoxelSpace
- VoxelSpace – Terrain rendering algorithm in less than 20 lines of code
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I made a proof of concept 2.5d engine (Download in comments)
This uses the "Voxel Space algorithm" used in 1992s Comanche to get a faux 3d terrain. Based on the code from here with some optimizations to get a reasonable FPS.
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Voxel Space Engine: Comanche Terrain Rendering
Reminds me of this: https://github.com/s-macke/VoxelSpace
Another implementation to play around with here; this one's not DOS but web based though.
- Terrain rendering algorithm in less than 20 lines of code
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The Genius of Binary Space Partitioning in Doom
I'm reminded of the render algorithm in Comanche, the 1992 video game [0]. I find it remarkably ingenious, and it certainly felt incredible at the time.
[0] https://github.com/s-macke/VoxelSpace
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Infinite procedural terrain generated in Godot3D
The heightmap I've been manipulating may also be familiar to you, but not for the same reason, because it's terrain data of Mt. Fuji. I'm thinking of heightmap files instead of infinite noise, mixing the perks of ray-based rendering insights with a manageable early-'90s-style aesthetic and conventional level design. An erosion simulation could be preprocessed with a seamless OOB margin in that context too.
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Voxel space and WGPU troubles
I wrote a voxel space implementation in Rust some time ago using SFML, and now am trying to move it to WGPU in order to learn how GPUs work better and perhaps solve a horizontal lines glitch I've got.
- Rustenstein 3D: Game programming like it's 1992
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Voxel rendering using pixel columns.
Recently, I’ve been getting into voxel rendering, and I’ve been thinking of a way of extending the voxel space algorithm. https://github.com/s-macke/VoxelSpace
What are some alternatives?
DIYDoom - An attempt to understand how DOOM engine works
GameBoy-Advance-3D-voxel-space-demo - A custom 3D voxel space engine tech demo for the GameBoy Advance
Descent-2 - The Descent 2 source code.
rustenstein - Wolfenstein 3D port written in Rust
abrash-black-book - Markdown source for Michael Abrash's Graphics Programming Black Book
Portal-Raycaster - A software portal rendering game engine
infinite-terrain-3D - A very simple infinite terrain generator for Godot 3D (v.3.4.2)
Medo - Haiku Media Editor
voxelspaceplaydate - Playdate implementation of the Voxel Space Algorithm
zoxel - An Open Source Voxel RPG
micro-editor - A modern and intuitive terminal-based text editor
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com