This voxel displacement technique for "modern retro" rendering looks so incredible, really inspiring:

https://blog.danielschroeder.me/2024/05/voxel-displacement-modernizing-retro-3d/

#gamedev #graphics

Voxel Displacement Renderer — Modernizing the Retro 3D Aesthetic

This is the first of two posts about a renderer I have been developing, focusing on what I've built and how it works. The second post discusses why I've built it and my plans for the future. I've been developing a custom real-time renderer which uses very small voxels to produce a distinctive visual style [...]

Daniel has a blog now
@daviwil very nice. Thand for the post
@daviwil Oh this looks really neat!
@Ronflaix Yeah, really makes me want to try implementing something similar!
@daviwil I watched a bit of the video and I think I'm in love. This hits a part of my visual tastes I didn't know I had and I absolutely am interested in seeing how to pull that off too.
@daviwil Cool! That is such a great combination of technologies
@ctietze Definitely hits the nostalgia in the feels
@daviwil Wow that's beautiful! I love that it looks exactly like a hand painted gridder/blobber while also looking like early 3D first person stuff.
@daviwil the novel part seems to be what happens at mesh corners (which they write very little about)
@daviwil convex corners seem to be blended, while concave corners just clip.
@daviwil I wonder how easily one could patch that into gzDoom, for instance. There are numerous retro games with either open-source ports or original source out there.
No, I want to see Descent 1 and 2 with this applied.
@daviwil I'm getting PSTD and my trigger finger is shaking like I'm on the third straight day of DTs from just looking at that
@daviwil Now I want yet another Outcast remake with additional interiors made of these.