I am currently a third year at UOIT's Game Dev Courses. This blog is for advanced game programming courses such as Computer Animation+ Algorithm, Intermediate graphics and game engines.
Tuesday, 2 October 2012
Voxels & Command and conquer: Tiberian Sun
In earily 2010 EA was hyping up for the release of its
anticipated Command and Conquer 4, the last installment of the highly renowed
Tiberium RTS series.For one of its
promotional acts, they decided to release one of the older games in the series
Command and Conquer (2):Tiberian Sun, released in 1999. I immediately downloaded
the game as soon as it was released, due to its sci-fi nature. This was also
due to the fact I enjoyed the 1st C&C, developed by Westwood
studios, despite playing it 14 years after its release.
Marco Molecule
Interesting in C&C: Tiberian Sun not only were some of
the units 2d sprites, but also units that were 3D volume pixels(VOXEL). This
was the first time I discovered what a voxel was, essentially a 3d version of a
pixel. A voxel is point in the data structure, or our case the 3d model, which
contain information about its color, opacity, and other visual aspects. Unlike
points, their position aren’t directly expressed, therefore their position in
the object is interpolated. From these properties, voxels are good at creating
3d models which are made of multiple materials, or contain MANY strange
contours, such as this marco molecule. Because of all these features, Voxels
were large in their sizes, however we have developed compression and
manipulation methods to reduce these sizes.
In the game, infantry units were designed to be 2D sprites,
while mechanical units were 3D Voxels. This design choice was most noticeable,
as vehicles looked different from infantry. Animation would also look
different, where voxel units could rotate 360 degrees, the pixel were unable
to. Unfortunately this design choice was as the result of Westwood’s new publisher,
EA which pushed for the game to have a earlier release date. Though full voxel
units were present in future games, like Red Alert 2, a lot of gameplay
features, were lost due to this push.
Crysis environments using Voxel
Despite the fact voxels are not used widely today, as they
once were in the early 2000, they still have a major application in the world.
Voxels are used for rendering in the medicial world, and surprisingly still in
the videogame world. The CryEngine 2 and 3, uses a combination of height maps and
voxels to generate its terrain. Unreal engine 4 uses real-time global
illumination with full secondary lighting and specular reflections with voxel raycasting. In CT scans,
values stored in voxels are based on the opacity of material to X-rays. Since voxels
can contain multiple scalar values ; in ultrasound scans with density and
volumetric flow data are captured as separate channels of data relating each
voxel in the data structure.
In the end, despite the graphical inconsistency, I still
enjoyed the game for many reasons. One of which was the atmosphere, enhanced both
by the music, graphics, and great cut scenes. The game’s sci-fi and post-apocalyptic
atmosphere, transferred over to its sequel, Command and conquer 3: Tiberium
wars. Despite playing a 10 year old game, the game still was fun, and memorable.
No comments:
Post a Comment