Seems that the people that developed the game considers it voxel based.
Seems that the people that developed the game considers it voxel based.
> What we are using is not voxels, but sort of 'voxels plus.'
So "not voxels". Louis Castle probably called it voxel-like because he didn't want to get too technical in an interview. Their technique has not been described in detail in the press but see http://deadendthrills.com/future-imperfect-the-lost-art-of-w... for an article that calls it a "slice model"-technique.
I'm not an expert on voxels but I've reverse engineered and reimplemented most of the Blade Runner rendering engine and in my opinion it doesn't count as voxels. For one, you're never going to be able to rotate the models around any axis other than the vertical.
I've certainly had a lot of fun figuring out how you did what you did, so thank you for that, no matter what you call it :)
You certainly crammed a lot of tech into one engine! Full screen 15 BPP videos with full z-buffer with smaller alpha-channeled videos rendered on top, character models with lighting. Even the UI is looping videos.
Once I get proper path finding working Blade Runner will be a lot more playable in our ScummVM engine.
I've probably rewatched the opening scene of the game a thousand times while working on it...
I only wished that you had used a scripting language for your game code instead of compiling it to DLLs. I know you optimized heavily for speed but it would have made our task a lot easier :)
Can you talk about how the artists authored the original models? Was it an automated conversion from a standard polygon model or from a full voxel model? Or was it all drawn in this special slice format directly somehow?