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Update README.md
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s-macke authored Mar 31, 2018
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Expand Up @@ -37,10 +37,10 @@ For a 3D engine the rendering algorithm is amazingly simple. The Voxel Space eng

* Clear Screen.
* To guarantee occlusion start from the back and render to the front. This is called painter algorithm.
* Determine the line on the map, which corresponds to the same optical distance from the observer. Consider the field of view and the [perspective projection](https://en.wikipedia.org/wiki/3D_projection#Perspective_projection) (Objects are smaller farther away)
* Determine the line on the map, which corresponds to the same optical distance from the observer. Consider the field of view and the [perspective projection](https://en.wikipedia.org/wiki/3D_projection) (Objects are smaller farther away)
* Raster the line so that it matches the number of columns of the screen.
* Retrieve the height and color from the 2D maps corresponding of the segment of the line.
* Perform the [perspective projection](https://en.wikipedia.org/wiki/3D_projection#Perspective_projection) for the height coordinate.
* Perform the [perspective projection](https://en.wikipedia.org/wiki/3D_projection) for the height coordinate.
* Draw a vertical line with the corresponding color with the height retrieved from the perspective projection.

The core algorithm contains in its simplest form only a few lines of code (python syntax):
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