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Fun! Yeah, we stored our data as slices for space and restricted rotation to the Y axis. Both were optimization since each frame of an animation was a full model there was no need to rotate them. The renderer could render them from any angle though so I still consider them voxels. More like voxels lite then voxel plus. We also used a lot of sprite cards with zdepth and a quick normal hack for lighting. You had to cut corners where you could back then!!


Hello Louis!

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 :)


So that's why you didn't include the Deckard -vs- Pris scene where she rotates around the X-axis! ;)

https://youtu.be/e9t5ikxjAQ4?t=1m9s


Fun indeed!

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?


Not Louis, but the article I linked above says they used 3D Studio Max and converted it to the slice model format.


For Blade Runner.


Fun! Yeah, wes stored our data as slices for space and restricted rotation to the Y axis. Both were optimization s since each frame of an animation was a full model there was no need to rotate them. The rendered could render them from any angle though so I still consider them voxels. More like voxels lite then voxel plus. We also used a lot of sprite cards with zdepth and a quick normal hack for lighting. You had to cut corners where you could back then!!


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