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Article #1766

Re: Maximum Overkill grap

#1766
From: Cyberman
Date: Thu, 17 Dec 1992 06:40
37 lines
1877 bytes
  Sir J Madura spoke forth saying:
"Maximum Overkill graphics" toward 
 on 12-15-92  19:12

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

    hehehe nothing new really.  There "NEW" technique isn't new
    at all.  They used fixed point arithmetic.  AND I bet it must
    be run on a 386 "or better" machine.  hehehehe YEP.  they
    DEFINATELY didn't use FP.  Maybe only for the translation of
    the voxels (I doubt it though TO SLOW).  Basically it's done
    fixed point arithmetic which the 386 can do fairly fast.

    Simply SCALE everything to a fixed number range and it works.
    32 bit number work just fine.  For example.

    lets say they used a 16bit int with a 16bit fraction the
    decimal range is +-32767.9999847  more than sufficient
    acuracy for it.  Lets say they have every scaled to an inch.
    SO the world is something like +-2 billion inches gives a
    range of 33893.364 miles bigger than they will ever need.

    Writting the routines is not trivial but really they didn't
    do anything spectacular.  Creating fractaling compressed
    worlds and expanding them quickly, THAT's impressive.

                Stephen Cyberman@Toz.Buffalo.NY.US
             Mangled on Wed  12-16-1992  at 19:00:32

... Don't ask me...I just lurk here.
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From: cyberman@toz.buffalo.ny.us (Cyberman)
Newsgroups: rec.games.programmer
Subject: Re: Maximum Overkill grap
Message-ID: <gate.q2ywVB1w165w@toz.buffalo.ny.us>
Date: 17 Dec 92 06:40:13 GMT
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