The engine is purely software-based it does not rely on hardware-acceleration via a 3D graphics card. On the engine technology page of the game's website, the landscape engine is also referred to as the 'Voxels engine'. ![]() When Outcast was developed, the term 'voxel engine', when applied to computer games, commonly referred to a ray casting engine (for example the VoxelSpace engine). The ground is decorated with objects that are modeled using texture-mapped polygons. Instead, it models the ground as a surface, which may be seen as being made up of voxels. The game does not actually model three-dimensional volumes of voxels. Although Outcast is often cited as a forerunner of voxel technology, this is somewhat misleading. ![]() The 'Engine Programming' section of the games credits in the manual has several subsections related to graphics, among them: 'Landscape Engine', 'Polygon Engine', 'Water & Shadows Engine' and 'Special effects Engine'. Outcast's graphics engine was mainly a combination of a ray casting (heightmap) engine, used to render the landscape, and a texture mappingpolygon engine used to render objects. Outcast, and other 1990s video games employed this graphics technique for effects such as reflection and bump-mapping and usually for terrain rendering.
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