• Voxel Doom is neat

    From Spalls Hurgenson@21:1/5 to All on Sun Sep 4 18:11:18 2022
    VoxelDoom: maybe you've heard of it? It's been in the news recently. A
    modder by the name of _chillo meticulously recreated all the Doom
    sprites into 3D representations using voxels* (Voxel support has been
    built into Doom source ports for some time). And it looks really good.

    This isn't the first time modders have tried to update the sprites in
    classic Doom, of course. Some of the earliest mods were texture
    replacements that transformed the monsters into Simpsons characters,
    or xenomorphs, or bears. As the hobby advanced, the sprites started
    using higher-resolution textures, or polygonal models. But they never
    quite matched the chunky appearance of the original. VoxelDoom is
    different.

    Because the models are built of voxels, they retain the pixelated
    nature of the original sprites, and because they were built outwards
    from the original 8** sprites the model is literally identical... so
    long as you view it from an angle evenly divisible by 45.*** The end
    result is fully-3D models that don't look like they came from an
    entirely different game. It's great.

    The only thing I dislike about the mod is that many of the items -
    weapons, pickups - are animated to spin around. This was a feature
    introduced with many late-90s shooters to show off their 3D
    engines,**** and is now seen as a defining feature of the genre. But
    it never was a part of Doom and it makes everything feel more like an
    arcade game, to the detriment of its atmosphere and setting.

    Also, I couldn't get the mod to work with BrutalDoom, which is a real
    bummer since I love me that over-the-top gore.

    Still, if you still enjoy the original games, "VoxelDoom" is worth a
    look. It adds a whole new dimension to the game!



    (yeah, sorry for that last bit. I'll see myself out.)



    ===================
    * get it here https://www.moddb.com/mods/doom-voxel-project
    (requires GZDoom)
    ** technically 5
    *** for an example of this in action, see
    https://youtu.be/M-aVt77epQ4?t=306
    **** also, arguably, because the color palette of early 3D engines was
    so limited and the animation helped the drably-colored pickups stand
    out from the drably-colored background

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  • From Spalls Hurgenson@21:1/5 to Ross Ridge on Mon Sep 5 13:00:26 2022
    On Mon, 5 Sep 2022 16:28:50 -0000 (UTC), rridge@csclub.uwaterloo.ca
    (Ross Ridge) wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    VoxelDoom: maybe you've heard of it? It's been in the news recently. A >>modder by the name of _chillo meticulously recreated all the Doom
    sprites into 3D representations using voxels* (Voxel support has been
    built into Doom source ports for some time). And it looks really good.

    The really cool thing is that it uses actual voxel rendering, not >Minecraft-style blocks rendered with conventional 3D rasterizaiton.

    The really /really/ cool thing is that apparently the voxel support is
    based on technology originally designed for the Build engine by Ken
    Silverman (and used with his permission).

    I mean, aside from the nifty cross-pollination between engines, I
    didn't even know the Build engine had support for voxels (apparently
    it's how they rendered 'breakables' like the tombstones in "Blood").

    But I've always had a soft spot for voxels; it's why, for instance,
    I'm happy to post news about the "Outcast" games (the original used a voxel-based renderer). It's neat - if not eminently practical -
    technology.

    (Technically, GZDoom converts the voxel models on-the-fly to a
    polygonal mesh if you use hardware-rendering. Software rendering uses
    an even more arcane method that I won't even pretend to understand
    (there's so much maths), but technically neither of them are /really/
    using voxels in game. But if the models LOOK like they use voxels and
    they are /built/ with voxels, and the whole package is called Voxel
    Doom, I'm gonna give 'em a pass even if -in the end- they are cheating
    a bit when it comes to rendering the things ;-)

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  • From Ross Ridge@21:1/5 to spallshurgenson@gmail.com on Mon Sep 5 16:28:50 2022
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    VoxelDoom: maybe you've heard of it? It's been in the news recently. A
    modder by the name of _chillo meticulously recreated all the Doom
    sprites into 3D representations using voxels* (Voxel support has been
    built into Doom source ports for some time). And it looks really good.

    The really cool thing is that it uses actual voxel rendering, not Minecraft-style blocks rendered with conventional 3D rasterizaiton.

    --
    l/ // Ross Ridge -- The Great HTMU
    [oo][oo] rridge@csclub.uwaterloo.ca
    -()-/()/ http://www.csclub.uwaterloo.ca:11068/
    db //

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  • From Ross Ridge@21:1/5 to spallshurgenson@gmail.com on Thu Sep 8 19:33:00 2022
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    (Technically, GZDoom converts the voxel models on-the-fly to a
    polygonal mesh if you use hardware-rendering. Software rendering uses
    an even more arcane method that I won't even pretend to understand
    (there's so much maths), but technically neither of them are /really/
    using voxels in game. But if the models LOOK like they use voxels and
    they are /built/ with voxels, and the whole package is called Voxel
    Doom, I'm gonna give 'em a pass even if -in the end- they are cheating
    a bit when it comes to rendering the things ;-)

    Oh, well, I guess voxel-like is close enough.

    --
    l/ // Ross Ridge -- The Great HTMU
    [oo][oo] rridge@csclub.uwaterloo.ca
    -()-/()/ http://www.csclub.uwaterloo.ca:11068/
    db //

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