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# Summary Voxel Space is a 2.5D rendering technique used in the 1992 game Comanche that revolutionized 3D graphics on CPUs without GPU acceleration by using height maps and color maps to render terrain as vertical lines from back to front. The algorithm is remarkably simple—it determines sight lines across a 2D map, retrieves height and color data, applies perspective projection, and draws vertical lines to create a 3D landscape effect. This technique was groundbreaking for its time, delivering detailed textured terrain with shading and shadows years ahead of contemporary 3D games.
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