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IOTD: UOVLR (UnOptimised Voxel Landscape Renderer )
UOVLR (UnOptimised Voxel Landscape Renderer ), by Niunio
Finally, I did it! I tried to create a Landscape Renderer since I meet Allegro. First, I tried to do it with polygons, but it doesn't work: I had some odd exceptions at memory access that I never found .But this Friday I had The Idea: a Ray-Cast/Voxel Landscape. Well, aybabtu started some ray-cast threads, but I didn't used them to create my renderer. I used a tutorial I found at flipcode, some of my lovely math and a lot of common sense, et voilá. As the title says, it is unoptimized, because as Ohannessian said: "early optimization is evil". This way I can optimise it when I'll code the game and get advantages from the game characteristics. As example, the code I've included uses a bitmap as heighmap, and other more as texture but may be I'll use one or two tilemaps instead, and that's a lot different, doesn't it? The top images are the same, but left uses float-point and right uses Allegro's fixed-point, that is much faster but less accurate (note: It is an unoptimised code running in a PentiumII/333Mhz,320x200x32bpp, so the frame rate is low) The bottom ones are also the same float-point image, but left is 32bpp and right is 8bpp with standard palette. The renderizer doesn't includes filter images, the soften is provided by David Capello's ASE (¡Gracias, chico! )If you want the sources, keep online: I can't upload it now, but I'll try to do it this week. The Gallery | Add your own image! |
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