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Re: [MUD-Dev] 3D engines for MUDs
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
- Thread context:
- Re: [MUD-Dev] UML/Commercial v Free Muds, (continued)
- RE: [MUD-Dev] 3D engines for MUDs,
Koster, Raph rkoster#origin,ea.com, Tue 24 Mar 1998, 15:23 GMT
- Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Mon 23 Mar 1998, 07:06 GMT
- <Possible follow-up(s)>
- Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Mon 23 Mar 1998, 07:06 GMT
- Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??,
Ross Nicoll rnicoll#calmar-mud,com, Mon 23 Mar 1998, 08:23 GMT
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