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I know enough about 3D graphics to understand the difference between polygons and voxels, but at the same time I know enough that I realize I don't actually understand how voxels work, how they actually get drawn in the end.

So a voxel is a point/cube in 3D space, akin to how a pixel is a point/square in 2D space. But how does the computer draw it on screen? How does the logic work to put the thing on screen?

For a polygon cube, it uses 8 points and 12 triangle polygons, passes the info to the GPU, and tells it to draw a triangle from A to B to C a bunch of times.

How would this work for a cube represented by a voxel? Does the voxel coordinates represent the center of the cube? Lets keep it simple and say it represents a corner, and the size represents the length of each edge. How does the computer process this info to draw your 1 voxel cube? Does it figure out where all the corners of the cube are and plays connect the dots? Or am I fundamentally misunderstanding this, cause whenever I try to think about it, it always feels like at some point it must do something similar to how polygons are drawn.

Freeman's Mind took 7 years to complete, at an average rate of 10 videos per year.

Ross Scott's current output for Freeman's Mind 2 is 2 episodes per year... The playthrough is just slightly over 1/3 way through, at episode 17. Assuming another ~32 episodes, we could be waiting 16 years for Freeman's Mind 2 to complete. And that's not even accounting for the possibility of him continuing with Episode 1 & 2 and Half-Life 3 (I'm not even joking, Ross is giving Valve more than enough time to make HL3).

I like the idea of having a supply of Freeman's Mind episodes for the rest of my life, but in a way it's also terrifying.

What makes for a better shooter:

>Rakieta Law was on EFAP
>the episode is about She-Hulk
Man, it's a hard decision whether to watch this... but Rakieta Law has so much potential on that show.

Back in the day I remember playing a demo for the Desperados game, and it had the most insanely long loading time. It felt like waiting 10 minutes for it to load, but it was worth it.

But looking back, I can't help to wonder if my subjective feeling at that time was wrong by a long shot. I never timed the loading screen, and other games at that time I compared against weren't loading snails even on that old hardware.
I'd wager that I've witnessed longer loading screens from modern games than I ever did from that old demo.

Reject flash storage modernity.
Embrace magnetic plate tradition.

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