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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:

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