Voxel

In computing, a voxel is a representation of a value on a three-dimensional regular grid, akin to the two-dimensional pixel. Voxels are frequently used in the visualization and analysis of medical and scientific data (e.g. geographic information systems (G.I.S.)).[1] Voxels also have technical and artistic applications in video games, largely originating with surface rendering in Outcast (1999). Minecraft (2011) makes use of an entirely voxelated world to allow for a fully destructible and constructable environment.[2] Voxel art, of the sort used in Minecraft and elsewhere, is a style and format of 3D art analogous to pixel art.

As with pixels in a 2D bitmap, voxels themselves do not typically have their position (i.e. coordinates) explicitly encoded with their values. Instead, rendering systems infer the position of a voxel based upon its position relative to other voxels (i.e., its position in the data structure that makes up a single volumetric image). Some volumetric displays use voxels to describe their resolution. For example, a cubic volumetric display might be able to show 512×512×512 (or about 134 million) voxels.

In contrast to pixels and voxels, polygons are often explicitly represented by the coordinates of their vertices (as points). A direct consequence of this difference is that polygons can efficiently represent simple 3D structures with much empty or homogeneously filled space, while voxels excel at representing regularly sampled spaces that are non-homogeneously filled.

One of the definitions is:

> Voxel is an image of a three-dimensional space region limited by given sizes, which has its own nodal point coordinates in an accepted coordinate system, its own form, its own state parameter that indicates its belonging to some modeled object, and has properties of modeled region.

This definition has the following advantage. If fixed voxel form is used within the whole model it is much easier to operate with voxel nodal points (i.e. three coordinates of this point). Yet, there is the simple form of record: indexes of the elements in the model set (i.e. integer coordinates). Model set elements in this case are state parameters, indicating voxel belonging to the modeled object or its separate parts, including their surfaces.[3]

## Contents

* 1 Etymology
* 2 Rendering
* 2.1 Incremental error rasterisation
* 2.2 Gallery
* 3 Data
* 4 Uses
* 4.1 Computer games
* 5 Editors
* 6 Extensions
* 7 See also
* 8 References
* 9 External links
* 10 Features
* 11 History
* 12 See also
* 13 References
* 14 External links

## Etymology

The word voxel originated by analogy to "pixel", with vo representing "volume" (instead of pixel's "picture") and el representing "element";[4] a similar formation with el for "element" is the word "texel".[4] The term hypervoxel is a generalization of voxel for higher-dimensional spaces.[5]

## Rendering

A volume described as voxels can be visualized either by direct volume rendering or by the extraction of polygon iso-surfaces that follow the contours of given threshold values. The marching cubes algorithm(s) and Inertial frame of reference(s) are often used for iso-surface extraction, however other methods exist as well.

Both ray tracing and ray casting, as well as rasterisation, can be applied to voxel data to obtain 2D raster graphics to depict on a monitor.

### Incremental error rasterisation

Another technique for voxels involves raster graphics where one simply raytraces every pixel of the display into the scene, tracking an error term to determine when to step. A typical implementation will raytrace each pixel of the display starting at the bottom of the screen using what is known as a y-buffer. When a voxel is reached that has a higher y value on the display it is added to the y-buffer overriding the previous value and connected with the previous y-value on the screen interpolating the color values. There is a major downside to voxel rasterization when transformation is applied which causes severe aliasing. The advantage was the ability to rasterise using cheap integer calculations on a CPU without hardware acceleration.[6]

Outcast, and other 1990s video games employed this graphics technique for effects such as reflection and bump-mapping and usually for terrain rendering. Outcast's graphics engine was mainly a combination of a ray casting (heightmap) engine, used to render the landscape, and a texture mapping polygon engine used to render objects. The "Engine Programming" section of the game's credits in the manual has several subsections related to graphics, among them: "Landscape Engine", "Polygon Engine", "Water & Shadows Engine" and "Special effects Engine".[7] Although Outcast is often cited as a forerunner of voxel technology,[8] this is somewhat misleading. The game does not actually model three-dimensional volumes of voxels. Instead, it models the ground as a surface, which may be seen as being made up of voxels. The ground is decorated with objects that are modeled using texture-mapped polygons. When Outcast was developed, the term "voxel engine", when applied to computer games, commonly referred to a ray casting engine (for example the Voxel Space engine). On the engine technology page of the game's website, the landscape engine is also referred to as the "Voxels engine".[9] The engine is purely software-based: it does not rely on hardware-acceleration via a 3D graphics card.[10]

John Carmack also experimented with voxels for the Quake III Arena engine.[11] One such problem cited by Carmack was the lack of graphics cards designed specifically for such rendering requiring them to be software rendered.

Comanche was also the first commercial flight simulation based on voxel technology. NovaLogic used the proprietary Voxel Space engine developed for the company by Kyle Freeman[12] (written entirely in Assembly language) to create open landscapes.[13] This rendering technique allowed for much more detailed and realistic terrain compared to simulations based on vector graphics at that time.[10]

### Gallery

* 3D rendering of a μCT scan of a leaf piece, resolution c. 40 μm/voxel when viewed at the full size

* A (smoothed) rendering of a data set of voxels for a macromolecule

* Geographic data represented in a voxel-based video game

## Data

A voxel represents a single sample, or data point, on a regularly spaced, three-dimensional grid. This data point can consist of a single datum, such as an opacity, or multiple data, such as a color in addition to opacity. A voxel represents only a single point on this grid, not a volume; the space between each voxel is not represented in a voxel-based data set. Depending on the type of data and the intended use for the data set, this missing information may be reconstructed and/or approximated, e.g. via interpolation.

In computed tomography (abdominal CT pictured), voxels are generated by multiplying the field of view (F.O.V.) by the scan range.

The value of a voxel may represent various properties. In C.T. scans, the values are Hounsfield units, giving the opacity of material to X-rays.[14]: 29 Different types of value are acquired from M.R.I. or ultrasound.

Voxels can contain multiple scalar values, essentially vector (tensor) data; in the case of ultrasound scans with B-mode and Doppler data, density, and volumetric flow rate are captured as separate channels of data relating to the same voxel positions.

While voxels provide the benefit of precision and depth of reality, they are typically large data sets and are unwieldy to manage given the bandwidth of common computers. However, through efficient compression and manipulation of large data files, interactive visualization can be enabled on consumer market computers.

Other values may be useful for immediate 3D rendering, such as a surface normal vector and color.

Technologies to extend voxels into four and five dimensions of data are under investigation.[15]

## Uses

Uses of voxels include volumetric imaging in medicine and representation of terrain in games and simulations. Voxel terrain is used instead of a heightmap because of its ability to represent overhangs, caves, arches, and other 3D terrain features. These concave features cannot be represented in a heightmap due to only the top 'layer' of data being represented, leaving everything below it filled (the volume that would otherwise be the inside of the caves, or the underside of arches or overhangs).

### Computer games

* 3D Dot Game Heroes uses voxels to present Lego-like graphics.
* 7 Days to Die is a voxel-based open-world survival horror game developed by The Fun Pimps Entertainment.
* Ace of Spades used Ken Silverman's Voxlap engine before being rewritten in a bespoke OpenGL engine.
* Amok uses voxels for its environments.[16]
* Armored Fist 3 is a computer game made by NovaLogic that used voxel-based rendering technology.
* Blade Runner is a video game that used voxels to render characters and artifacts.
* Castle Story, a castle-building real-time strategy game in development, has terrain consisting of smoothed voxels.
* Cloudpunk, a cyberpunk adventure game, is almost entirely voxel-based.
* Comanche, a series of computer games made by NovaLogic that used the Voxel Space voxel rasterization for terrain rendering.[17]
* Software:Command & Conquer: Tiberian Sun, Software:Command & Conquer: Red Alert 2 and Software:Command & Conquer: Yuri's Revenge are computer games made by Westwood Studios that used voxels to render most vehicles.
* Crossy Road was released in 2014 for IOS and Andriod and has voxel graphics.
* Crysis, as well as Cryengine 2 and Cryengine 3, use a combination of heightmaps and voxels for their terrain systems.
* Cube World, an action role-playing game, features procedurally generated voxel landscapes.
* Delta Force is a computer game made by NovaLogic that used the in-house Voxel Space rendering engine.
* Donkey Kong Bananza, a 3D platformer, used smoothed voxels for the game's destructible terrain.
* Dual Universe is a single-shard universe M.M.O.R.P.G. that uses voxels to build spaceships, civilizations and space stations.
* Enshrouded is a voxel-based survival R.P.G. by Keen Games released in 2024.
* EverQuest Next and EverQuest Next: Landmark, cancelled M.M.O.R.P.G.s by Sony Online Entertainment, made extensive use of voxels for world creation as well as player-generated content
* Hexplore, a multiplayer role-playing game, uses a voxel engine allowing the player to rotate the isometric rendered playfield.
* Hytale, an upcoming sandbox, voxel-based R.P.G. developed by Hypixel Studios.[18]
* Luanti (previously Minetest) is a modifiable sandbox video game that uses voxels to store terrain data, but does not use voxel-rendering techniques. Instead, it uses polygon rendering to display each voxel as a cubic "node".
* Master of Orion III uses voxel graphics to render space battles and star systems. Battles displaying 1000 ships at a time were rendered slowly on computers without hardware graphic acceleration.
* Medieval Engineers is the second voxel-based engineering game by Keen Software House inspired by medieval technology.
* Minecraft is a sandbox video game that uses voxels to store terrain data,[19] but does not use voxel-rendering techniques. Instead it uses polygon rendering to display each voxel as a cubic "block".[20]
* Moonglow Bay is a fishing role-playing video game released in 2021 and developed by Bunnyhug, using voxel art style.
* Miner Wars 2081 is a 6DOF open-world game made by Keen Software House that uses its own VRage voxel-rendering engine to let the user deform the terrain of asteroids allowing tunnels to be formed.
* Nivalis is an upcoming cyberpunk slice-of-life set in voxel-based world, previously featured in Cloudpunk.
* No Man's Sky is a space exploration game consisting of procedurally generated star systems containing explorable planets, moons and asteroids made of voxels. The voxel engine allows for both terrain destruction and creation.
* Outcast, is a third-person action computer game made by former Belgian video game developer Appeal,[21] with landscapes rendered by a voxel engine.
* Planet Coaster is a 2016 construction and management simulation developed and published by Frontier Developments which uses a voxel-based terrain editor.[22]
* Resogun is a 2013 voxel-based side-scrolling shoot-'em-up developed by Finnish developer Housemarque.
* Roblox uses voxels for terrain, as well as for primitive global illumination and shadows.
* Robocraft, a vehicular combat game in which players build combat machines out of voxels and premade components
* Shadow Warrior and Blood use Build engine for first-person shooter voxel rendering, instead of sprites, as an option for many of the items and scenery. Duke Nukem 3D has a fan-created pack in a similar style.
* Shattered Steel featured deforming landscapes using voxel technology.
* Sid Meier's Alpha Centauri uses voxel models to render units.
* Software:SkySaga: Infinite Isles is a voxel-based sandbox M.M.O.R.P.G., being developed by Radiant Worlds and published by Smilegate.
* Space Engineers is a voxel-based sandbox game set in space, developed and published by Keen Software House.
* Starbase, a voxel-based massively multiplayer online role-playing game set in space, being developed and published by Frozenbyte.
* StarMade, a voxel-based sandbox game set in space, developed and published by Robin "Schema" Promesberger.
* Teardown, a voxel-based game featuring fully destructible environments, developed and published by the studio Tuxedo Labs
* The Sandbox
* Trove is a voxel-based M.M.O.R.P.G. with building elements, developed and published by Trion Worlds.[23]
* Vangers is a computer game uses voxels for its two-level terrain system.[24]
* Veloren, is an open source action-adventure role-playing game set in a vast fantasy world.[25]
* Vintage Story, is a sandbox survival game developed and published by Anego Studios.
* Vox, released in 2012, is a voxel-based exploration/R.P.G. game focused on player-generated content.
* Voxatron, a computer game produced by Lexaloffle, is composed and generated fully using voxels.[26][27]
* Werewolf vs. Comanche is a computer game made by NovaLogic that used voxel-based rendering technology. It was originally bundled and shipped with the Comanche 2 game although they were two separate games.
* Software:Worms 4: Mayhem uses a voxel-based engine to simulate land deformation similar to the older 2D Worms games.

## Editors

While scientific volume visualization does not require modifying the actual voxel data, voxel editors can be used to create art (especially 3D pixel art) and models for voxel-based games. Some editors are focused on a single approach to voxel editing while others mix various approaches. Some common approaches are:

* Slice-based: The volume is sliced in one or more axes and the user can edit each image individually using 2D raster editor tools. These generally store color information in voxels.
* Sculpture: Similar to the vector counterpart but with no topology constraints. These usually store density information in voxels and lack color information.
* Building blocks: The user can add and remove blocks just like a construction set toy.

There are a few voxel editors available that are not tied to specific games or engines. They can be used as alternatives or complements to traditional 3D vector modeling.

An animated 7×10×10 voxel art sculpture with 3 frames

## Extensions

A generalization of a voxel is the toxel, or temporal voxel.[28] This is used in the case of a 4D data set, such as an image sequence that represents 3D space together with another spatial dimension or a time dimension. In this way, an image could contain 100×100×100×100 voxels, which could be seen as a series of 100 frames of a 100×100×100 volume image (the equivalent for a 3D image would be showing a 2D cross-section of the image in each frame). Although storage and manipulation of such data requires large amounts of memory, it allows the representation and analysis of spacetime systems.

## See also

* Maxel – material element
* Hogel \- holographic element
* Pixel – picture element
* Plane partition
* Resel – resolution element
* Sparse voxel octree
* Texel – texture element
* Tixel - tactile element
* Tomography
* Volume mesh
* Volume rendering
* Volumetric display

## References

1. ↑ Chmielewski, Sz., Tompalski, P. (2017). "Estimating outdoor advertising media visibility with voxel-based approach". Applied Geography, 87:1–13 doi:10.1016/j.apgeog.2017.07.007. Preprint download: "Estimating outdoor advertising media visibility with voxel-based approach (PDF Download Available)". https://www.researchgate.net/publication/318744436.
2. ↑ Sprinks, Harry Ted (16 August 2023). "10 Games To Play If You Love Voxel Graphics" (in en). https://gamerant.com/games-play-love-voxel-graphics/.
3. ↑ Shchurova, Catherine I. (2015). "A methodology to design a 3D graphic editor for micro-modeling of fiber-reinforced composite parts". Advances in Engineering Software (Advances in Engineering Software Volume 90, December 2015, Pages 76-82) 90: 76–82. doi:10.1016/j.advengsoft.2015.07.001.
4. ↑ 4.0 4.1 Foley, James D.; Andries van Dam; John F. Hughes; Steven K. Feiner (1990). "Spatial-partitioning representations; Surface detail". Computer Graphics: Principles and Practice. The Systems Programming Series. Addison-Wesley. ISBN 978-0-201-12110-0. "These cells are often called voxels (volume elements), in analogy to pixels."
5. ↑ Stelldinger, Peer. Image Digitization and Its Influence on Shape Properties in Finite Dimensions. Aka, 2008, p. 46
6. ↑ "Voxels". tnlc.com. http://www.tnlc.com/eep/voxels.html.
7. ↑ Outcast manual. Infogrames. 1999. pp. 34.
8. ↑ Bertuch, Manfred (2009). "'Klötzchenwelten' [Worlds of little blocks] in c't Magazin issue 04/2009". C't: Magazin für Computertechnik (Hannover: Heise Zeitschriften Verlag GmbH & Co. KG): 183. ISSN 0724-8679.
9. ↑ "OUTCAST – Technology: Paradise". archive.org. 7 May 2006. http://www.outcast-thegame.com/tech/paradise.htm.
10. ↑ 10.0 10.1 "Voxel terrain engine ", introduction. In a coder's mind, 2005.
11. ↑ "A Little Bit Of History – Next-Gen 3D Rendering Technology: Voxel Ray Casting". tomshardware.com. 21 October 2009. http://www.tomshardware.com/reviews/voxel-ray-casting,2423-2.html.
12. ↑ "Kyle G. Freeman Inventions, Patents and Patent Applications – Justia Patents Search". justia.com. http://patents.justia.com/inventor/kyle-g-freeman.
13. ↑ "FlightSim.Com – NovaLogic Awarded Patent For Voxel Space Graphics Engine". flightsim.com. http://www.flightsim.com/vbfs/content.php?2994-NovaLogic-Awarded-Patent-For-Voxel-Space-Graphics-Engine.
14. ↑ Novelline, Robert. Squire's Fundamentals of Radiology. Harvard University Press. 5th edition. 1997. ISBN 0-674-83339-2.
15. ↑ Society, The Optical. "High-speed laser writing method could pack 500 terabytes of data into CD-sized glass disc" (in en). https://phys.org/news/2021-10-high-speed-laser-method-terabytes-cd-sized.html.
16. ↑ "Review Crew: Amok". Electronic Gaming Monthly (Ziff Davis) (93): 53. April 1997.
17. ↑ "A brief history of Voxel games. | DjArcas's Blog". http://projectorgames.net/blog/?p=168.
18. ↑ "A Difficult Update About Hytale" (in en). https://hytale.com/news/2025/6/a-difficult-update-about-hytale.
19. ↑ "Chunk format: Block format" (in en). Minecraft Wiki. http://minecraft.wiki/w/Chunk_format#Block_format.
20. ↑ "Tutorials/Units of measure: Distance" (in en). Minecraft Wiki. https://minecraft.wiki/w/Tutorials/Units_of_measure#Distance.
21. ↑ "Appeal S.A. - MobyGames". mobygames.com. http://www.mobygames.com/company/appeal-sa.
22. ↑ Zak, Robert (4 April 2016). ""There's never been a better time": Planet Coaster rides to meet the demand for deep simulation games". http://www.pcgamesn.com/planet-coaster/there-s-never-been-a-better-time-planet-coaster-rides-to-meet-the-demand-for-deep-simulation-games.
23. ↑ "Trove – A Voxel MMO Adventure from Trion Worlds". trovegame.com. http://trovegame.com.
24. ↑ "VANGERS". kdlab.com. http://www.kdlab.com/vangers/eng/features.html.
25. ↑ "Veloren". Veloren.net. https://veloren.net/.
26. ↑ Ars Technica (14 January 2011). "We <3 voxels: why Voxatron is an exciting indie shooter". https://arstechnica.com/gaming/news/2011/01/we-3-voxels-why-voxatron-is-an-exciting-indie-shooter.ars.
27. ↑ "Lexaloffle BBS :: Voxatron". lexaloffle.com. http://lexaloffle.com/bbs/?tid=201.
28. ↑ Hickson, Steven; Birchfield, Stan; Essa, Irfan; Christensen, Henrik (2014). "Efficient Hierarchical Graph-Based Segmentation of RGBD Videos". 2014 IEEE Conference on Computer Vision and Pattern Recognition. pp. 344–351. doi:10.1109/CVPR.2014.51. ISBN 978-1-4799-5118-5.

## External links

* MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

## Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

## History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]

## See also

* IGDB - game database used by Twitch for its search and discovery functions

## References

1. ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
2. ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
3. ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
4. ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
5. ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
6. ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
7. ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
8. ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
9. ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
10. ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
11. ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
12. ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
13. ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
14. ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
15. ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
16. ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
17. ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
18. ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.

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* 1020 Color Printer

|

Gaming devices|

* CX40 joystick
* Atari joystick port
* XG-1 light gun

Other|

* Atari Democrat
* Atari Flashback
* Intellivision
* Sears

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Original source: https://en.wikipedia.org/wiki/MobyGames. Read more

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* Fundamentals of voxelization "Archived"

* v
* t
* e

Computer graphics

Vector graphics|

* Diffusion curve
* Pixel

2D graphics|

* 2.5D

3D graphics|

* Aliasing
* Graphical projection

Concepts|

* Affine transformation
* Planar projection
* Rotation
* Scaling
* Shear matrix
* Translation

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Original source: https://en.wikipedia.org/wiki/Voxel. Read more

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