Title: Metroid remake with voxel technology
Slug: metroid-remake-with-voxel-technology
Date: 2007-09-30 12:28:00
Author: Kartones
Lang: en
Tags: Videogames, Game Dev
Description: Mention of a Metroid remake using voxel technology, explaining how voxels work and mentioning other games.

<p align="justify"><img src="https://images.kartones.net/posts/screenshots/metroid_voxel.gif" style="margin: 0px 2px 2px 0px;" mce_src="https://images.kartones.net/posts/screenshots/metroid_voxel.gif" align="left"> While reading <a href="http://www.gamasutra.com/view/feature/1902/game_design_essentials_20_open_.php">a Gamasutra article about open world games</a>, I've found something fantastic: <a href="http://web.archive.org/web/20060204234816/http://pages.videotron.com/voxel/">A Metroid remake</a> done with <a href="http://en.wikipedia.org/wiki/Voxel">voxel technology</a>.</p> <p align="justify">Voxel (from <i>volumetric pixel</i>) is about representing a 2D grid in 3D, by elevating each element of the grid (each pixel) by its position relative to the rest of elements.</p> <p align="justify">It is used in some videogames to represent terrain, calculating elevations from 2D maps, and provides a way to avoid having to handle polygon counts, in exchange of more CPU power (as far as I know, voxels are not hardware accelerated, although maybe GPU processing power could be used to help with it).</p> <p align="justify">Voxels have been used since the old 386 days, for example in the simulation game <b>Comanche: Maximum Overkill</b> (maybe the first voxel game?):</p> <p align="justify"><img src="https://images.kartones.net/posts/screenshots/comanche1_screenshot.png" mce_src="https://images.kartones.net/posts/screenshots/comanche1_screenshot.png"> </p> <p align="justify">Another well-known (and with a hollywood-like sci-fi story) game that used voxel technology was <b>Outcast</b>, being known too for its use of the Pentium MMX instructions to allow antialiasing and lighting effects, all purely done by software:</p> <p align="justify"><img src="https://images.kartones.net/posts/screenshots/outcast_screenshot.jpg" mce_src="https://images.kartones.net/posts/screenshots/outcast_screenshot.jpg"> </p> <p align="justify">A recent game that shows voxel improvements with the newest CPUs is <b>Perimeter</b>, a strategy <acronym title="Real Time Strategy">RTS</acronym> in which the terrain has an important role (you are an alien terraformator commander), showing real-time terrain deformations:</p> <p align="justify"><img src="https://images.kartones.net/posts/screenshots/perimeter_pc_game.jpg" mce_src="https://images.kartones.net/posts/screenshots/perimeter_pc_game.jpg"> </p> <p align="justify">We live in a "3D world" where almost everything is rendered using triangles and polygons, but it's not the only way. Voxel is just another technology, <a href="http://en.wikipedia.org/wiki/Ray_tracing">raytracing</a> and <a href="http://en.wikipedia.org/wiki/Metaballs">blobs/metaballs</a> are other rendering techniques that, if hardware would not just focus on triangles, could allow fabulous graphic results...</p>
