#reverse-engineering of Tim J. Clarke’s MARS.COM #demo which did heightfield #3D #graphics, similar to the #VoxelSpace algorithm used in Comanche in 01992
on 02025-07-20#3D terrain rendering #algorithms from Novalogic’s 01992 game “Comanche” in 20 lines of #graphics code, using ray-casting in voxel space (?) — a pretty standard #heightfields rendering thing really #smallisbeautiful #voxelspace
on 02017-11-25