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TIGSource ForumsCommunityTownhall20 Years of Voxel Engines - with Source Code
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Author Topic: 20 Years of Voxel Engines - with Source Code  (Read 1472 times)
sp4cerat
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« on: August 06, 2015, 05:00:29 AM »

Since 1995 I have been working on various technologies for rendering voxels. I have decided to share the code and uploaded it to GitHub. Feel free to browse through and test the different technologies:
 
1996 : Pulsar, a heightmap tile based Voxel Engine in ASM/PAS
1997 : 1K-3D Engines : Voxel Engines in <1024 Bytes Pascal code
2004 : HVox : Procedural Voxel Terrain Engine / C++
2007 : Procedural Voxel Terrain Raycasting (Signed Distance Field) + Screen Space Displacement Mapping
2009 : Voxel Raycasting using True-Impostors
2010 : RLE-based-Voxel-Raycasting / Voxlap method in CUDA
2012 : Voxel Splatting using OpenGL, kinda slow
2013 : Voxel Splatting using OpenCL, 2 Bln Splats/s
2015 : Sparse Octree Raycasting exploiting frame-to-frame coherence
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Xonatron
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« Reply #1 on: February 01, 2021, 07:09:20 PM »

Very cool work. I just checked out most of your stuff. I am interested in your first piece of work, Pulsar 1996. It appears to have two height maps to allow for tunnels! It would be cool to see footage of it on YouTube.
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Matthew Doucette, Xona Games
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« Reply #2 on: February 01, 2021, 09:48:55 PM »







Neat.

I'd also like to see a video of Pulsar in motion.

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@doomlaser, mark johns
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« Reply #3 on: February 02, 2021, 02:34:28 AM »

Looks nice!
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« Reply #4 on: February 02, 2021, 07:10:20 AM »

Well this is a resurrected thread that I can get behind
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