May 30, 2026

Pixels, panic, and purist outrage

Voxel Space

The old-school game trick blowing minds — and starting nerd fights in the comments

TLDR: A web demo revived the clever 1992 trick that made *Comanche* look wildly advanced before modern graphics cards existed. Commenters loved the nostalgia, but the loudest reactions were a mini-war over whether the article described the rendering method correctly.

A charming little web demo about Voxel Space — the early-1990s trick behind Comanche’s shockingly pretty landscapes — has turned into exactly the kind of internet scene we live for: part history lesson, part nostalgia spiral, part comment-section cage match. The article explains how developers faked sweeping 3D-looking mountains back when computers were laughably slow by today’s standards, using simple height and color maps instead of full modern 3D. In plain English: it was a clever shortcut, and people are still impressed that it looked so good in 1992.

But the real fireworks are in the reactions. One camp is fully in awe, with users basically saying, “I love this stuff, there’s so much to learn.” Another group instantly skipped past the nostalgia and went straight into backseat genius mode, arguing over how the scene should be drawn for maximum speed. That’s where the spicy drama hits: one commenter coolly claims you can do it with “zero overdraw,” while another jumps in with a classic internet-record-scratch: wait, why are they calling this painter’s algorithm at all? Translation for non-graphics nerds: people are fighting over whether the article explained the old trick correctly.

And then there’s the delightful hobbyist energy. One commenter casually drops that they previously built a whole game inspired by this method, because of course they did. Another is obsessed with the fact that the shadows are basically baked into the image, making flat data look weirdly rich and 3D. So yes, the demo is cool — but the comments are where nostalgia, nitpicking, and nerd flexing really steal the show.

Key Points

  • The article presents Voxel Space as a 2.5D terrain-rendering technique used by NovaLogic’s 1992 game *Comanche*.
  • It places the technique in a period when early 1990s games were rendered on CPUs without practical GPU acceleration.
  • The terrain representation uses a 1024×1024 one-byte height map and a 1024×1024 one-byte color map, with the color map containing precomputed shading and shadows.
  • A limitation of the map-based approach is that each map position has only one height value, preventing direct representation of structures like buildings or trees.
  • The article provides a simple rendering algorithm and Python-style code that raster map lines by distance, project heights to screen space, draw vertical columns, and then extend the method with coordinate rotation.

Hottest takes

"render near-to-far without a Y-buffer and with zero overdraw" — taneq
"Wait why do they say painter's algorithm" — Jare
"shadows 'built in'" — tdeck
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