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Article #1647

Maximum Overkill graphics -- How?

#1647
From: David J Madura
Date: Tue, 15 Dec 1992 19:12
29 lines
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I just bought the game Maximum Overkill : Commanche and extremely
impressed with the graphics.

The game itself is a helicopter simulator but instead of using the
traditional polygon graphics of most simulators, or even texture mapped
polygons, the terrain is unbelievably life-like rendered.  Something
like what Vistapro might generate , except blockier and in real-time.

Quoting from the manual:

"Voxel Space (TM) - a totally new graphics 3-D imaging system.  Using a
desktop computer, it can perform up to 1 million 3-D calculations per
second.  That's over 500 times faster than traditional polygon imaging
systems.

Voxel Space can use real terrain data and render it with directional
light sourcing, generating up to 48,000 3-D surface variations per real
time frame."

If you've seen the game and have any ideas on HOW the graphics were done
please let me know.  I've only been familiar with standard polygon
imaging and then some texture-mapped polygons but the real-time terrain
in Commanche is something else.

The game is by NovaLogic by the way in case you want to buy it.

If you havent seen the game I dont know how to describe it except for
the ground/mountains/water/grass look like real terrain with all the
surface and lighting varations, curves and everything else.
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From: djmst19+@pitt.edu (David J Madura)
Newsgroups: rec.games.programmer,comp.graphics
Subject: Maximum Overkill graphics -- How?
Message-ID: <776@blue.cis.pitt.edu>
Date: 15 Dec 92 19:12:49 GMT
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Organization: University of Pittsburgh
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Originator: djmst19@unixd3.cis.pitt.edu