Fractal Combat 1.2: some tech details

If you’re somewhat bent towards development, or somewhat curious about it. There’s a blog post about some details on a couple of things that happened for the latest FC update.

Touching lightly topics such as: procedural vs compression, DCT transform and voxels as an acceleration structure.

A couple of excerpts:

What’s the tech angle on that ?’s the shift from procedural to compression. Two things that are in fact closer than they may seem. They are both about synthesizing data from a given source.


For that raycasting I used a generic voxel structure. In this case, the ray is converted from world-space to the local-space of the object/voxel and again, a 3D line is (virtually) rasterized to select the voxel cells that contain polygons that may be hit.


1 Comment to Fractal Combat 1.2: some tech details

  1. 2012/08/07 at 19:35


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