anton-petrov/voxelspace — explained in plain English
Analysis updated 2026-08-11 · repo last pushed 2020-01-03
Learn how 1990s terrain rendering worked by reading and running the minimal code.
Prototype a retro flight-simulator style landscape using just two 2D images.
Teach or demonstrate demoscene-style graphics tricks using the included live web demo.
Appreciate how classic games like Comanche achieved realistic terrain on very limited hardware.
| anton-petrov/voxelspace | 000madz000/rfid-attendance | 00kaku/gallery-slider-block | |
|---|---|---|---|
| Language | — | TypeScript | JavaScript |
| Last pushed | 2020-01-03 | 2024-07-22 | 2021-05-19 |
| Maintenance | Dormant | Dormant | Dormant |
| Setup difficulty | easy | easy | easy |
| Complexity | 2/5 | 2/5 | 2/5 |
| Audience | developer | developer | general |
Figures from each repo's GitHub metadata at analysis time.
Just open the included web demo in a browser or clone and run locally, no dependencies or external services required.
Voxel Space is a project that recreates a classic 1990s terrain-rendering technique in just a few lines of code. It lets you build a 2.5D landscape, like flying over mountains and valleys in an old flight simulator, without needing a modern 3D graphics engine. The repo includes a live web demo so you can see the effect immediately, along with the code and map files to run it yourself. The method works by reading two simple 2D images: a height map (which says how tall the terrain is at every point) and a color map (which says what color to draw). The algorithm then draws the scene column by column across the screen, from back to front, painting vertical lines whose length depends on the terrain height and distance. Because the color map already includes shading and shadows, the engine doesn't have to calculate lighting, it just draws what the map says. This approach was made famous by NovaLogic's 1992 helicopter game Comanche, which looked years ahead of its time despite running on hardware far weaker than any phone today. Anyone curious about retro game graphics, demoscene-style coding, or how to make a convincing landscape with minimal code would find this instructive. It's a teaching tool more than a production library, useful for learning, prototyping, or just appreciating an elegant hack. The key tradeoff is that it's a 2.5D engine, not full 3D. You can't represent overhangs, buildings, or anything requiring more than one height per map position. It also can't show geometry above the terrain, only the ground itself. The terrain maps included are reverse-engineered from the original Comanche game, and the README notes the Voxel Space technique may still be patented in some countries, so it's best treated as an educational reference rather than something to ship in a commercial product.
Voxel Space recreates a classic 1990s 2.5D terrain-rendering technique in minimal code, letting you draw flight-simulator-style landscapes from two simple 2D images without a modern 3D engine.
Dormant — no commits in 2+ years (last push 2020-01-03).
No license file is included, the README warns the Voxel Space technique may be patented in some countries, so treat this as an educational reference only.
Setup difficulty is rated easy, with roughly 5min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
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