opengl - Can someone describe the algorithm used by Ken Silverman's Voxlap engine? -


From what I gathered he used rare voxel octrees and recording. It seems that he does not use OpenGel or Direct 3D, and when I look at the game, Volkslustin, it seems that small cubes are actually being drawn instead of a group of 2D squares. Who stops me from catching me is not sure how he is doing without OpenGell or Direct 3D

I tried to read through the source code but I was not able to understand what was happening. I would like to apply something like this and would like to do this algorithm.

I'm interested in how he was rendering, calculating, blocking, and lighting. Any help is appreciated.

Algorithm is closer to re-casting compared to re-tracing. You can get an explanation from Ken Silverman yourself:

In short: on the grid, store a list of surface inventory for each x, y Stack (if z means 'up'). Keeping a 4-degree Independence, re-cast for each vertical line on the screen, and keeping a list of visible spans cloned in the form of each cube. For 6 degrees of independence, make something similar but with the scanline which is tilted in the screenspace.


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