AXEL engine- modification of voxel terrain algorithm

Introdction Voxel engine is simple and fast routine that allows to create 3D scenes even on relatively slow platforms such as Atari or Commodore. The method is somehat similar to raycasting since we cast "rays" for each column of pixels and check for the intersection ith the elements of array. In this article one can get to know more information about said engine. I will try to summarize the knowledge about this method here. In the above image one can see the basic principle of voxel terrain- we have a camera located somewhere aove the ground and the terrain below. The terrain is represented as a two-dimensional array of bytes, which means the altitude of the land varies from 0(lowest) to 255(highest) . First thing we need to do is casting the rays. Each ray can be represented as 2D vector, for X and Z coordinate values, for instance p(0.1,0.9). We can achieve that by calculating sine and cosine of the given angle. The 2D coordinate will be used in iterating ...