![]() Ĭommon uses of voxels include volumetric imaging in medicine and representation of terrain in games and simulations. The engine is purely software-based it does not rely on hardware-acceleration via a 3D graphics card. On the engine technology page of the game's website, the landscape engine is also referred to as the 'Voxels engine'. When Outcast was developed, the term 'voxel engine', when applied to computer games, commonly referred to a ray casting engine (for example the VoxelSpace engine). The ground is decorated with objects that are modeled using texture-mapped polygons. Instead, it models the ground as a surface, which may be seen as being made up of voxels. The game does not actually model three-dimensional volumes of voxels. Although Outcast is often cited as a forerunner of voxel technology, this is somewhat misleading. The 'Engine Programming' section of the games credits in the manual has several subsections related to graphics, among them: 'Landscape Engine', 'Polygon Engine', 'Water & Shadows Engine' and 'Special effects Engine'. Outcast's graphics engine was mainly a combination of a ray casting (heightmap) engine, used to render the landscape, and a texture mappingpolygon engine used to render objects. Outcast, and other 1990s video games employed this graphics technique for effects such as reflection and bump-mapping and usually for terrain rendering. ![]()
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