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Voxel2Space
is the title of the concept for making a voxel engine for the
TI-89 calculator.
I
have now three programs under this topic. The first one is
Voxel2Space - Technology Demo. It was originally created for
experimental purposes, only to see how I can reach my aim of a
fast voxel engine.
The
other two products are V2, the realtime engine improved through
the knowledge gathered from its predecessor, and VX.Studio the
voxel map editor for making maps in the easiest way directly on
the calc.
V2
is featuring:
-
Full
scale texture mapping
-
8
gray levels
-
Maps
without borders
-
Realistic
lighting and shadows
-
In-game
surface deforming
-
And
all this in realtime!
Where
came the idea from to make a voxel engine for a calculator?
At
first I must say, I made some complexer voxel processors earlier
for my movies and I wanted all the time making such an engine for
games too, but i thought there were already too many games out
there for PC. Additional, I never liked Windows programming and
Direct-X has become so damn complex and makes so many problems on
multiple levels for a single programmer like me, that I decided
not to do (try) it.
but
some day in the end of 2003, don't ask for the reasons, but I
tried the first comanche game on my very, very old B/W-laptop with
a 20 MHz 386 CPU (SX). It ran pretty slowly but still playable! I
thought about the processor of my TI-89 compared to the laptop and
the idea was alive.
Yes,
the TI-89 has only 12 MHz but you must consider, you don't need to
fill a whole 320x200 screen resolution but only 160x100. Together
with some other Ideas I had, I knew it could be possible and as
you can see today, I was right!
What
is V2 exactly and what's the difference to Voxel2Space - Techdemo?
V2
is based on the Z-Plotter rendering method used in Voxel2Space
Technology Demo, that's the only similarity between both voxel
processors. The most other technical details are different to the
original Voxel2Space demo.
For
best performance and to optimize it for fastest possible RAM
access, the renderer was completely reprogrammed.
Against
to its predecessor, if V2 want to get the informations of an
individual voxel from memory, it now can take the coordinates of
the voxel directly as memory adress. In this way the processor
don't even need to calculate voxel memory adresses anymore, that
gives an enormous speed improvement and makes this engine finally
possible.
What
about the '2' in Voxel2Space?
If
you think the 2 is the accronym for "to", then you are
totally wrong! Let me explain what my first thoughts was:
There
are two different types of voxels. At first we have voxels based
on 2-D bitmaps, which were used only to generate surfaces. The
second type voxel is a real filled 3-D cell, with them you are
able to create any real object in virtual space. So
this number 2 in the name indicates just the base of my voxel
engine, let's say the number of coordinates you need for each
voxel.
As
you can see, Voxel2Space is primarily for displaying landscapes, I
need only 2 coordinates X and Y.
Do
you plan to create a full game with V2?
Good
question, as I said above I ever wanted it and, like many other
programmers does, I don't want to say: "Maybe, sometimes..."
I
will definitly make a game using V2, but I'm not yet sure what
exactly. I want to make something of pure gaming fun, such as Magic
Carpet. On the other hand I guess, the most people want to
have comanche for the calc. Of course, MC is much more complicated
to realize, especially the AI, but it would be simply more fun and
longer entertaining.
If
you have other suggestions mail me.
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