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!!
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?
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!!