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| subject: | How to... Voxel/Mars lan |
LF>I cannot serve with that one, but I can tell you the basic ideas behind voxe LF>space/landscape. I was interested in doing one a year ago, LF>but... However, I read a lot about it, so I know at least LF>how to do a simple one. It loks similar to "COMMANCHE", but LF>it cannot change the angle of the horizone, but you might LF>afterwards figure out, how that works. If so, please leave LF>a mail to me. OK, now let's start the show: I actually implemented such a beast in an OS/2 full screen. To have a tiltable horizon, you apparently need to do matrix transformations on each voxel, I don't know how Comanche does this in real time. My semi-optimized C code could only do around 15FPS on a 486-66 with a 320x130 window on 1024x1024 terrain going out to about 250 units from the origin (had to go that far to have it look like you weren't about to fall off the world.) LF>[tip: write a LF>plasma-generator to create map, write a mail, if you don't LF>know how!]). OK, now I'm interested, I could never come up with any terrain that was interesting looking without being too "squary". How's a plasma generator work? Oh, and since I'm asking questions, I don't suppose you know how the run length compression used in the Comanche data files works? I figured out that they are 1024x1024, and that one is terrain and the other color, but I could never figure out the compression scheme they used. Rob. ___ X SLMR 2.1a X OS/2: Windows with bullet proof glass. --- Maximus/2 2.01wb* Origin: The Idle Task... (604)275-0835 Richmond BC. (1:153/905) SEEN-BY: 105/42 620/243 711/401 409 410 413 430 807 808 809 934 955 712/407 SEEN-BY: 712/515 628 704 713/888 800/1 7877/2809 @PATH: 153/905 828 800 270/101 105/103 42 712/515 711/808 809 934 |
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