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Terrain rendering algorithm in less than 20 lines of code (github.com)

720 points by netgusto · 2475 days ago · 116 comments on HN

Article summary

The article discusses a terrain rendering algorithm used in the 1992 game Comanche, which achieves 3D-like graphics using a 2.5D engine. The algorithm uses a height map and color map to render the terrain, and is surprisingly simple, with the core algorithm consisting of only a few lines of code. The article also explores optimizations and variations of the algorithm. A web demo of the algorithm is available, showcasing its capabilities.

Main themes

  • Terrain rendering algorithm
  • Graphics rendering history
  • Gaming technology evolution
  • Code simplicity and efficiency
  • Nostalgia and retro gaming
  • Open-source project best practices
  • Artistic expression in coding
  • Retro game development techniques

What commenters say

  • The simplicity and efficiency of the algorithm are impressive and nostalgic for some commentators.
  • The algorithm's limitations, such as lack of support for complex geometries, are noted, but its achievements are still appreciated.
  • Some commentators argue that the focus on brevity and simplicity in code can be misguided and prioritize succinct notation over efficient computation.
  • Others see the value in such coding challenges as a form of entertainment and artistic expression, rather than a pursuit of computational efficiency.
  • The discussion also touches on the history of graphics rendering and the evolution of gaming technology.
  • Comparisons are made to other games and rendering engines of the time, such as VistaPro and Voxatron.
  • The importance of including visual aids, such as screenshots, in open-source projects is also highlighted.
  • Some commentators share their own experiences and memories of playing games that utilized similar rendering algorithms.