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wblanchette

'texel' engine?

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I''ve been mulling over the idea of an engine using a technique similiar to voxels, but actually using single textured pixels (stored as (x,y,x,colour) to represent terrain and game objects. Game objects could be modelled in 3d, and then the polygons converted to arrays of textured pixels (or maybe sprites would be easier? =) ) Lighting could be achieved easily enough with this method. Is this viable for a realtime game engine? I''ve seen several games in the past which seemed to use a technique like this, but have never come across docs. Pfft, back to work, Drastik

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Memory requirements would be incredibly huge.... and it would be more complex than regular poly engine.... what would be the advantage to your idea?

Jack

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TEXEL = TEXture ELement.
It has nothing to do with a ''textured pixel'' as you said, please use appriopriate definitions.

A ''textured pixel'' (which is NOT a texel) can use 1, 4, 8 or even more texels.

Just like people to use the right words, or else we''ll never understand each other.
(Or at least professionnal won''t understand amateurs)

-* So many things to do, so little time to spend. *-

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Hence my explaining myself =) If I was a master of the latest 3D techniques / lingo then I probably wouldn''t be an amateur, and probably wouldn''t be asking such questions.

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