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s-macke/VoxelSpace

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Terrain rendering algorithm in less than 20 lines of code

22 mentions on Hacker News by 18 people: 10 stories, 12 comments · first 2017-09-26 · latest 2025-01-03

Mentions per year 22 mentions · busiest year 2021 (5)
20082026
  1. …2D height map that is sampled. (They called it "VoxelSpace" ... so some confusion is warranted) [1] https://github.com/s-macke/VoxelSpace
  2. …video game [0]. I find it remarkably ingenious, and it certainly felt incredible at the time. [0] https://github.com/s-macke/VoxelSpace
  3. There is a very simple voxel terrian renderer: https://github.com/s-macke/VoxelSpace
  4. Check this https://github.com/s-macke/VoxelSpace
  5. Yup. A.k.a. depth testing†. TFA illustrates it under ‘More performance’: https://github.com/s-macke/VoxelSpace#more-performance Edit : Originally, I had said: “Though in a highly constrained scenario such as this, with the right approach…
  6. …lines from that height. That "max height" is a zbuffer of sorts for each ray. Discussed here < https://github.com/s-macke/VoxelSpace#more-performance >
  7. Not quite the same but reminds me a lot of the Commanche JS demake called VoxelSpace: https://github.com/s-macke/VoxelSpace
    comment by codezero · 2021-02-25 · in 2D IsometricRenderer
  8. …is an open PR that hooks window events instead (I made similar edits locally that make it work). https://github.com/s-macke/VoxelSpace/pull/13 . The distance rendering works once you move and force a redraw.
  9. …3D game worlds. Test Drive 3 [1] and Comanche [2] [1] https://simulationcorner.net/td3/td3.html [2] https://github.com/s-macke/VoxelSpace
  10. …can‘t look up and down more than 20 degrees and you can‘t even render houses, cars or trees. [0] https://github.com/s-macke/VoxelSpace
  11. …impressive, but hopefully you find it interesting. Thanks! 1. https://github.com/fogleman/Craft 2. https://github.com/s-macke/VoxelSpace 3. http://lebo.io/2018/04/03/a-webgl-renderer.html source: https://github.com/aaron-lebo/comanche
  12. Very similar technique (raycasting), but for different type of data. https://github.com/s-macke/VoxelSpace The text in the README describes the technique very well. The JavaScript code is a little bit more complicated to read because most…
    comment by s-macke · 2018-03-07 · in A Tiny Wolfenstein-Like Software Engine