<story><title>Terrain rendering algorithm in less than 20 lines of code</title><url>https://github.com/s-macke/VoxelSpace</url></story><parent_chain><item><author>ben7799</author><text>Great article.&lt;p&gt;I wonder at the speed of this on a modern machine vs an assembly version running in dos on a 1992 machine.   A benchmark of interpreted code on a modern OS + machine vs bare metal native code written in the 1992 style on an old machine would be interesting.&lt;p&gt;I remember when Comanche came out... the 1990s were like the Heyday of flight sim games and Comanche was mind-blowing at the time as a teen.   They were my favorite by far type of game.  At some point it feels like they really died out.  There were a lot of games that had a happy medium of fun vs realistic&amp;#x2F;complex back then.&lt;p&gt;At some point the # of flight sim type games plummeted and the ones that stuck around bifurcated into hyper-realistic to the point they are a time suck (cause you could be using an actual real flight sim for real flight training) or they are hopelessly unrealistic and no fun compared to the old stuff.&lt;p&gt;Not sure but I might disagree with the author about Comanche being 3 years ahead of it&amp;#x27;s time.  It might have been closer to 5 years ahead of it&amp;#x27;s time.   You didn&amp;#x27;t get stuff that really blew it away till hardware acceleration became prevalent, but by that time 3D FPS games were demolishing the flight sim market.</text></item></parent_chain><comment><author>facorreia</author><text>In those days games came with hefty manuals. I particularly remember learning the rudiments of flying a helicopter from Gunship&amp;#x27;s manual.&lt;p&gt;You can see for yourself on this PDF, starting on page 38:&lt;p&gt;&lt;a href=&quot;http:&amp;#x2F;&amp;#x2F;www.simwarrior.com&amp;#x2F;gunship&amp;#x2F;utilities&amp;#x2F;GSManUK.pdf&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;www.simwarrior.com&amp;#x2F;gunship&amp;#x2F;utilities&amp;#x2F;GSManUK.pdf&lt;/a&gt;&lt;p&gt;Edit: this is Comanche&amp;#x27;s manual:&lt;p&gt;&lt;a href=&quot;http:&amp;#x2F;&amp;#x2F;www.starehry.eu&amp;#x2F;download&amp;#x2F;simulation&amp;#x2F;docs&amp;#x2F;Comanche-Manual.pdf&quot; rel=&quot;nofollow&quot;&gt;http:&amp;#x2F;&amp;#x2F;www.starehry.eu&amp;#x2F;download&amp;#x2F;simulation&amp;#x2F;docs&amp;#x2F;Comanche-Man...&lt;/a&gt;</text></comment>
<story><title>Terrain rendering algorithm in less than 20 lines of code</title><url>https://github.com/s-macke/VoxelSpace</url></story><parent_chain><item><author>ben7799</author><text>Great article.&lt;p&gt;I wonder at the speed of this on a modern machine vs an assembly version running in dos on a 1992 machine.   A benchmark of interpreted code on a modern OS + machine vs bare metal native code written in the 1992 style on an old machine would be interesting.&lt;p&gt;I remember when Comanche came out... the 1990s were like the Heyday of flight sim games and Comanche was mind-blowing at the time as a teen.   They were my favorite by far type of game.  At some point it feels like they really died out.  There were a lot of games that had a happy medium of fun vs realistic&amp;#x2F;complex back then.&lt;p&gt;At some point the # of flight sim type games plummeted and the ones that stuck around bifurcated into hyper-realistic to the point they are a time suck (cause you could be using an actual real flight sim for real flight training) or they are hopelessly unrealistic and no fun compared to the old stuff.&lt;p&gt;Not sure but I might disagree with the author about Comanche being 3 years ahead of it&amp;#x27;s time.  It might have been closer to 5 years ahead of it&amp;#x27;s time.   You didn&amp;#x27;t get stuff that really blew it away till hardware acceleration became prevalent, but by that time 3D FPS games were demolishing the flight sim market.</text></item></parent_chain><comment><author>pjmlp</author><text>I imagine it would be very sad, when you then realise how many wasted cycles our CPUs are doing versus those days.</text></comment>