Terrain Rendering in Under 20 Lines of Code: A Voxel Space Engine Revival
2025-01-03
This project recreates the Voxel Space terrain rendering algorithm used in the 1992 game Comanche. The algorithm, implemented in under 20 lines of code, leverages height and color maps to render terrain using a ray-casting-like approach. The article details the algorithm, offering optimization strategies like back-to-front and front-to-back rendering, and level of detail adjustments for performance improvement. The project is open-source, including code and a runnable web demo.
Game
Graphics Rendering