1998Q1/
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<H1>Re: [MUD-Dev] 3D engines for MUDs</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] 3D engines for MUDs </LI>
<LI><em>From</em>: Ling &lt;<A HREF="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</A>&gt;</LI>
<LI><em>Date</em>: Tue, 24 Mar 1998 14:58:01 +0000 (GMT)</LI>
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<PRE>
Doesn't really answer the current topic of exceptions on height terrain
maps but take a look at Command &amp; Conquer 2: Tiberian Sun.  It uses voxels
for everything including the units themselves allowing irregularly shaped
thingibobs (technical term).

What I think happens from what I've read is the map is stored as a height
field (maybe with litho hardness values for blasting away chunks of the
terrain) and rendered by the computer during play as voxels are fairly
cheap (my Amiga can do it, though most graphics cards don't support
voxels, I suppose that'll change now). Units are a mixture of pre-rendered
for the most part but exceptions are rendered real time.

What especially impress is the use of lights in the game.  Little red
alert lights come on and I think the aurora used to light chunks of the
map green.  It's called 'phong shaded something voxels' by the Westwood
guys. I'll attempt to dig up a little more info if anyone is interested. 

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


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<li><strong><A NAME="00876" HREF="msg00876.html">3D engines for MUDs</A></strong>
<ul compact><li><em>From:</em> s001gmu#nova,wright.edu</li></ul>
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<LI><STRONG><A NAME="00861" HREF="msg00861.html">Re: [MUD-Dev] 3D engines for MUDs</A></STRONG>
<UL><LI><EM>From:</EM> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Parlez vous NPC?</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00892" HREF="msg00892.html">Re: [MUD-Dev]  Parlez vous NPC?</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Wed 25 Mar 1998, 08:37 GMT
</LI>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00801" HREF="msg00801.html">Re: [MUD-Dev]	3D engines for MUDs</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 21 Mar 1998, 02:29 GMT
<UL>
<LI><strong><A NAME="00851" HREF="msg00851.html">3D engines for MUDs</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Mon 23 Mar 1998, 19:17 GMT
</LI>
<LI><strong><A NAME="00861" HREF="msg00861.html">Re: [MUD-Dev] 3D engines for MUDs</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 23 Mar 1998, 20:52 GMT
<UL>
<LI><strong><A NAME="00873" HREF="msg00873.html">Re: [MUD-Dev] 3D engines for MUDs</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Tue 24 Mar 1998, 14:58 GMT
<UL>
<LI><strong><A NAME="00876" HREF="msg00876.html">3D engines for MUDs</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Tue 24 Mar 1998, 15:30 GMT
</LI>
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</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00866" HREF="msg00866.html">Re: [MUD-Dev]	3D engines for MUDs</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 23 Mar 1998, 23:21 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00791" HREF="msg00791.html">Re: [MUD-Dev]	(fwd) Functional Security</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 20 Mar 1998, 16:47 GMT
<LI><strong><A NAME="00789" HREF="msg00789.html">Re: [MUD-Dev]  (fwd) Functional Security</A></strong>, 
Felix A. Croes <a href="mailto:felix#xs1,simplex.nl">felix#xs1,simplex.nl</a>, Fri 20 Mar 1998, 16:40 GMT
</UL></BLOCKQUOTE>

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