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Article #1647Maximum Overkill graphics -- How?
From: David J Madura
Date: Tue, 15 Dec 1992 19:12
Date: Tue, 15 Dec 1992 19:12
29 lines
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1753 bytes
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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Path: arc1-ca.pugleaf.net!sparky!uunet!cis.ohio-state.edu!zaphod.mps.ohio-state.edu!pitt.edu!djmst19 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 Sender: news+@pitt.edu Followup-To: rec.games.programmer Organization: University of Pittsburgh Lines: 29 Originator: djmst19@unixd3.cis.pitt.edu