[MUD-Dev] 3D engines for MUDs

Koster Koster
Tue Mar 24 09:22:58 CET 1998


> Doesn't really answer the current topic of exceptions on height 
terrain
> maps but take a look at Command & Conquer 2: Tiberian Sun.  It uses 
voxels
> for everything including the units themselves allowing irregularly 
shaped
> thingibobs (technical term).

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.

Not to say voxels are bad--they are phenomenal looking in any sort of 
overhead view application, or fixed distance application. They also do 
great at terrain as long as you can't get too close to the terrain. 
 They're currently getting trendy in computer game development 
circles, though the concept has been around since the 70s.

-Raph




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