does anyone have any idea how build engine 'voxel sprites' worked? based on my research they appear to be in .kvx format and Ken Silverman later made an editor (early oughts) called slab6. but i can't find any technical information about how they actually were rendered in-engine.
Comments
https://www.advsys.net/ken/
from what i've seen the shapes seem like they might be constrained in some way- limited overhangs and layered parts?
https://acko.net/blog/teardown-frame-teardown/
64^3 is just to cap the max number of steps any thread needs to take. I haven't investigated how important this is. We run at 360p for stylistic reasons, and worlds with 4000 chunks is <20us so our bottlenecks r elsewhere.
We also have an oct-tree renderer that we're thinking we'll use for very large levels but i'm not actually sure it'll be faster.
Code is here, although it's exceptionally hard to read.
https://github.com/fabiensanglard/vanilla_duke3D/blob/05ba48edb2da5b3256736039b03a853e1ea0ceef/SRC/ENGINE.C#L3944
In GS they're 3D gaussians (or better yet SH for anisometric), but in this case they just look like quads.
You can slightly poke your head through it, and it helps show how they did it.
But yeah, grab the Blood shareware version, Dosbox, and have a look!
https://archive.org/details/Blood_Shareware_04-12278CD_Monolith_Productions_1997
https://advsys.net/ken/download.htm