Воксельный движок использующий GPU возвращается (не будем брать в расчет дату последней новости – 2006 год). Voxlap от Ken Silverman’а.
Заявленные возможности
- 6 Degrees of Freedom (move anywhere, look anywhere)
- Room over room built-in, no hacks necessary
- Accurate intersections so voxels look like perfect cubes up close
- Fast CSG operations for: boxes, spheres, ellipsoids, cylinders, sectors, and 3D convex hulls
- Voxel sprites with full matrix rotation (using .KV6 output format from SLAB6)
- Support for sprite bending or twisting (great for animation such as a fish swimming)
- Full-screen Z-buffer for bug-free clipping of sprites
- Fog of any depth or color.
- Mip-mapping for both world and sprites.
- Support for Mercator-projection panoramas and converter for cubic panoramas (see KUBE / KUBEGL)
- Smooth collision detection and sliding
- Real-time WYSIWYG editor
- Real-time lighting function
- Support for procedural textures (wood, etc…)
- Includes all basic functions necessary for a game – including my own sample game code
- Automatically detects floating objects and makes them fall
- 1024x1024x256 board map (this is plenty big if you take advantage of the depth)
- My own optimized decompression library for PNG, JPG, GIF, TGA, BMP and ZIP files.
- Everything in pure 32-bit color (with emulation for 24,16,15,8 bit color)
- Uses modern compiler & OS: MS Visual C++ 6.0, Masm 6.15, Win95/98/ME/NT/2000/XP
- DirectDraw, DirectSound, DirectInput fully supported
- Optimized assembly code, supporting SSE (Pentium III) or 3DNow! (Athlon) instructions
- Doesn’t require a 3D accelerator 🙂
Доступны исходные коды, датированные 2005 годом.