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>'" &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</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>: Wed, 25 Mar 1998 16:08:25 +0000 (GMT)</LI>
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<PRE>
Regarding Command &amp; 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:

&gt; [Koster, Raph:]
&gt; &gt; Voxels look great at a distance, and start to "pixelate" really badly 
&gt; &gt; as you get close to them. Also, most data files I have seen for voxel 
&gt; &gt; objects (as opposed to voxel terrain) are really large. Lastly, if 
&gt; &gt; you're doing anything flat, voxels are a waste, as one poly can handle 
&gt; &gt; flat very easily, but you need hundreds of thousands of (individually 
&gt; &gt; tracked) voxels in current voxel engines.

Yeah, well, I was thinking isometric (C&amp;C 2) or top down.  A specialised
solution for a specific problem.

&gt; I seem to recall reading something about 3D sprites in Game Developer
&gt; where they apparently were using some kind of voxel approach to model
&gt; extremely good-looking three-dimensional characters. Not polygon-based
&gt; models, mind you, but extremely organic-looking and smooth characters
&gt; where even things such as belt buckles and facial features are 'real',
&gt; 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


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<UL><LI><EM>From:</EM> Niklas Elmqvist &lt;d97elm#dtek,chalmers.se&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  UML/Commercial v Free Muds</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00887" HREF="msg00887.html">Re: [MUD-Dev]  UML/Commercial v Free Muds</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Wed 25 Mar 1998, 06:10 GMT
</LI>
<LI><strong><A NAME="00900" HREF="msg00900.html">Re: [MUD-Dev]  UML/Commercial v Free Muds</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 26 Mar 1998, 04:05 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00875" HREF="msg00875.html">RE: [MUD-Dev] 3D engines for MUDs</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 24 Mar 1998, 15:23 GMT
<UL>
<LI><strong><A NAME="00896" HREF="msg00896.html">3D engines for MUDs</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Wed 25 Mar 1998, 15:12 GMT
<UL>
<LI><strong><A NAME="00898" HREF="msg00898.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>, Wed 25 Mar 1998, 16:08 GMT
</LI>
</UL>
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00877" HREF="msg00877.html">Re: [MUD-Dev] 3D engines for MUDs</A></strong>, 
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Tue 24 Mar 1998, 16:18 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00834" HREF="msg00834.html">Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??</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, 07:06 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00835" HREF="msg00835.html">Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??</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, 07:06 GMT
</LI>
<LI><strong><A NAME="00840" HREF="msg00840.html">Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??</A></strong>, 
Ross Nicoll <a href="mailto:rnicoll#calmar-mud,com">rnicoll#calmar-mud,com</a>, Mon 23 Mar 1998, 08:23 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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