Descent-2
VoxelSpace
Descent-2 | VoxelSpace | |
---|---|---|
3 | 20 | |
19 | 5,794 | |
- | - | |
10.0 | 0.0 | |
over 11 years ago | about 1 year ago | |
C | ||
- | MIT License |
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Descent-2
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Descent 3 Source Code
Try not to read too much into that, the MIT license was in the original blank repo I started with. There are a few questions I need to get answered, so the lack of that file doesn't necessarily mean anything about the license. The previous Descent 1&2 releases were under the license seen here, I would expect that at minimum (minimum permissibility-wise):
https://github.com/OpenSourcedGames/Descent-2
I'm hoping the owners will be able to agree to MIT, but we're doing due diligence right now.
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D2 is now open source – a new, modern language that turns text to diagrams
Yeah, D2's source code was released way back in 1999!
- Ask HN: How were video games from the 90s so efficient?
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?
mermaid-cli - Command line tool for the Mermaid library
DIYDoom - An attempt to understand how DOOM engine works
OpenDiablo2 - An open source re-implementation of Diablo 2
GameBoy-Advance-3D-voxel-space-demo - A custom 3D voxel space engine tech demo for the GameBoy Advance
text-to-diagram-site - Compare syntax, layouts, outputs between languages for generating diagrams with text.
rustenstein - Wolfenstein 3D port written in Rust
OpenDiablo2 - An implementation of Diablo 2 in AbyssEngine.
abrash-black-book - Markdown source for Michael Abrash's Graphics Programming Black Book
d2src - Reverse engineered Diablo II launcher and source code precursor
Portal-Raycaster - A software portal rendering game engine
java - Structurizr for Java
infinite-terrain-3D - A very simple infinite terrain generator for Godot 3D (v.3.4.2)