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Voxel Space: The 1992 Terrain Rendering Engine That Pushed 3D Graphics Forward

By

davikr

1d ago· 7 min readenInsight

Summary

This article discusses the Voxel Space terrain rendering engine, a groundbreaking 3D graphics technology developed by NovaLogic for the 1992 game Comanche. It highlights how the algorithm achieved impressive 3D terrain rendering on CPUs that were 1000 times slower than modern processors, without GPU acceleration. The article presents a web demo of the engine and notes that the rendering algorithm can be implemented in less than 20 lines of code, showcasing its elegance and efficiency for its time.

Key quotes

· 3 pulled
The graphics were breathtaking for the time being and in my opinion 3 years ahead of its time
The CPUs were 1000 times slower than today and the acceleration via a GPU was unknown or unaffordable
3D games were calculated exclusively on the CPU and the rendering engine rendered filled polygons with a single color
Snippet from the RSS feed
Terrain rendering algorithm in less than 20 lines of code

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