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5017: Re: [MUD-Dev] 3D engines for MUDs

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From: Ling <K.L.Lo-94@student.lboro.ac.uk>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 25 Mar 1998 16:08:25 +0000 (GMT)
References: [1]
Organization: Kanga.Nu
Regarding Command & Conquer II: Tiberian Sun, I didn't find any more info
but a current game that uses voxels effectively is Bladerunner (if you
didn't know, I didn't).

On Wed, 25 Mar 1998, Niklas Elmqvist wrote:

> [Koster, Raph:]
> > Voxels look great at a distance, and start to "pixelate" really badly 
> > as you get close to them. Also, most data files I have seen for voxel 
> > objects (as opposed to voxel terrain) are really large. Lastly, if 
> > you're doing anything flat, voxels are a waste, as one poly can handle 
> > flat very easily, but you need hundreds of thousands of (individually 
> > tracked) voxels in current voxel engines.

Yeah, well, I was thinking isometric (C&C 2) or top down.  A specialised
solution for a specific problem.

> I seem to recall reading something about 3D sprites in Game Developer
> where they apparently were using some kind of voxel approach to model
> extremely good-looking three-dimensional characters. Not polygon-based
> models, mind you, but extremely organic-looking and smooth characters
> where even things such as belt buckles and facial features are 'real',
> i.e. not 'artificial' using texture-maps. 

See Bladerunner.

  |    Ling Lo of Remora (Top Banana)
_O_O_  Elec Eng Dept, Loughborough University, UK.     kllo@iee.org