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Hello there,

I just got Voxatron after following it loosely for a couple of months.
Nice work and congratulations! Thanks for such a neat (albeit currently small and infuriatingly difficult) game.

I do, however have a question:
Why is there a limit to the area of the screen in which Voxatron can draw the world? It'd be so much cooler, in my humble opinion, if the world edges extended to the edge of the screen where applicable.

Does my explanation make sense?

P#1773 2011-10-31 22:15 ( Edited 2011-11-01 04:11)

It would be too slow to render more voxels at once. The renderer has to pass through every voxel every frame.

P#1785 2011-10-31 22:46 ( Edited 2011-11-01 02:46)

It should be an option. I'm sure my i5 @ 4.5Ghz and 570 can handle it. ^_^

P#1788 2011-10-31 23:02 ( Edited 2011-11-01 03:02)

from the blog: "Voxatron is based on a virtual 128x128x64 display. It's a buffer of 3d video memory that is rendered out to the screen at the end of each frame, much as an old-school 2d display is. You can POKE bytes into the virtual memory, and they come out as voxels. I don't compromise on this -- even the menus are drawn into the voxel display. Hopefully one day I can get hold of a real physical 128x128x64 display and play Voxatron on it with almost no modification.

The renderer is written in software (C + SDL). Each frame, scan through the virtual video memory back to front and look for voxels that have empty neighbours. If they are exposed, I transform the corners of a cube intro screen space and scan-render the polygon. "

(https://www.lexaloffle.com/bbs/?tid=260)

In addition to the performance cost of processing all the extra voxels, displaying content outside that area will affect balance (i.e. levels designed for you to only see so far, enemy spawns offscreen, etc).

I still want it though!

P#1811 2011-11-01 00:11 ( Edited 2011-11-01 04:11)

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