The problem with NovaLogic's VoxelSpace engine (used in Delta Force, Comanche and Armored Fist series) is that it's using a height map, and to speed up rendering, "locks" the Z axis to simplify a bunch of formulas to render voxels comprising the terrain much faster. Comanche 1 and 2 used sprites so that wasn't as noticeable, but Comanche 3 introduced polygon-based models, where the third axis speedup produces uneven deformation when looking up or down (you can see it in the video). You can see the same problem in OutCast. The choice of an engine with such limitations for a tank an helicopter and a ground soldier game is interesting, and you can notice how most of the gameplay in those games involves long range action along the horizontal plane. Notice how NovaLogic jet fighters games do not use VoxelSpace but a polygon-based terrain engine.
Today voxel-based renderers must allow correctly projected 6-DOF orientation of the viewport, and not just render terrain but arbitrary objects, and integrate together with various lightning and shader effects to stand any chance outside the neo-retro or abstract category.
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The problem with NovaLogic's VoxelSpace engine (used in Delta Force, Comanche and Armored Fist series) is that it's using a height map, and to speed up rendering, "locks" the Z axis to simplify a bunch of formulas to render voxels comprising the terrain much faster. Comanche 1 and 2 used sprites so that wasn't as noticeable, but Comanche 3 introduced polygon-based models, where the third axis speedup produces uneven deformation when looking up or down (you can see it in the video). You can see the same problem in OutCast. The choice of an engine with such limitations for a tank an helicopter and a ground soldier game is interesting, and you can notice how most of the gameplay in those games involves long range action along the horizontal plane. Notice how NovaLogic jet fighters games do not use VoxelSpace but a polygon-based terrain engine.
Today voxel-based renderers must allow correctly projected 6-DOF orientation of the viewport, and not just render terrain but arbitrary objects, and integrate together with various lightning and shader effects to stand any chance outside the neo-retro or abstract category.