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Ray casting
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=== ''Comanche'' series === The [[Voxel Space]] engine developed by [[NovaLogic]] for the [[Comanche (video game series)|''Comanche'' games]] traced a ray through each column of screen pixels and tested each ray against points in a [[heightmap]]. Then it transformed each element of the heightmap into a column of pixels, determined which are visible (that is, have not been occluded by pixels that have been drawn in front), and drew them with the corresponding color from the texture map.<ref>[[Andre LaMothe]]. ''Black Art of 3D Game Programming.'' 1995, pp. 14, 398, 935-936, 941-943. {{ISBN|1-57169-004-2}}.</ref>
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