VoxelSpace: Terrain rendering algorithm in less than 20 lines of code (2020)

In the year 1992, before the era of GPUs, the game Comanche utilized the innovative Voxel Space engine, creating detailed graphics ahead of its time. The engine employs simple height and color maps for terrain representation, eliminating the need for complex geometries. The rendering algorithm, while basic, efficiently draws vertical lines for a 3D effect. Additional features like rotation and optimizations for performance are also discussed. The demo showcases the potential of Voxel Space technology, although it may still be patented in some countries. The unique approach and simplicity of the engine’s design make it a noteworthy piece of gaming history.

https://github.com/s-macke/VoxelSpace

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