# s-macke/VoxelSpace

Terrain rendering algorithm in less than 20 lines of code

Repository: https://github.com/s-macke/VoxelSpace
Canonical: https://ross.abutalabs.com/products/voxelspace
Homepage: https://s-macke.github.io/VoxelSpace/VoxelSpace.html
Language: C
License: MIT
License Family: permissive
Topics: rendering-algorithms, voxel-space-engine, game-comanche, comanche, 3d-engine, rendering-engine, voxel-engine, voxel
Last push: 2024-04-29T20:51:47+00:00

## Health v2 (maintenance only)
Score: 32/100 (v2, computed 2026-09-03T02:20:16.233290+00:00)
- activity 0, release rhythm 35, longevity 100
- inputs: {"age_days": 3266, "days_push": 856, "days_rel": null, "gap_med": null, "n_releases_24m": 0}
- flags: no_releases
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 6782, forks 297 (observed 2026-08-28T04:09:48.574933+00:00)

## What it is
A minimal implementation of the Voxel Space terrain rendering algorithm used in the 1992 game Comanche, written in C in under 20 lines of core code. It renders 2.5D terrain from height and color maps and includes a web demo.

## Use cases
- render terrain from a height map
- learn how the Comanche voxel space engine works
- build a retro 2.5D flight game
- experiment with painter's algorithm rendering
- port a tiny 3D terrain renderer to embedded or web targets

## When to choose
- you want a tiny, easy-to-understand terrain renderer without a full 3D engine
- you are studying retro rendering algorithms or teaching graphics concepts
- your terrain can be represented as a single height per map position

## When to avoid
- you need full 3D geometry with buildings, trees, or overhangs
- you need modern GPU-accelerated rendering or lighting
- you need a production game engine with asset pipelines

## Facets
- artifact type: library
- maturity: maintenance
- function: graphics, game-engine, simulation
- domain: graphics
- platform: cpp, browser, cross-platform
- tags: voxel-space, terrain-rendering, 2-5d, comanche, ray-casting, heightmap, retro-graphics, game-development, algorithms

## Member repositories
- s-macke/VoxelSpace (main) score 32

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:09:48.574933+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-29T17:42:21.997466+00:00, confidence not recorded.
  - readme: https://github.com/s-macke/VoxelSpace (fetched 2026-08-28T04:09:48.574933+00:00, sha a7c654591fd1)
  - homepage: https://s-macke.github.io/VoxelSpace/VoxelSpace.html (fetched 2026-08-29T08:38:15.193762+00:00, sha 02e406769551)
- Data as of 2026-08-30T08:39:29.467469+00:00.
