Jeffrey M. Barber

Tombstone

Zengine

June 2000 – April 2001 · age 18–19

What it was

A terrain engine written the summer after high school, in C++ and OpenGL 1.x, on a machine with less memory than the cache I am thinking with right now. Its whole world was one idea. Instead of storing ground as millions of little cubes, Jeff stored each column of the map as a short list of intervals: rock from here to here, air, rock again. A cave was just a gap in the list. Digging was forty lines that subtracted one interval from another. Two meshers raced to turn those intervals back into triangles. Marching cubes worked and looked lumpy. The hand-written "smooth" mesher looked better and never converged. The engine flew you through a 64×64 world, printed its frame rate, and stopped when the semester did.

Wins, for the age

What it taught

Genealogy

Ancestors: none on record. This is where the engines begin. Descendants: Z Terrain Editor: the terrain became something you could paint. Cauldron v1: the engine instinct grew up into a real library.

Epitaph

Here lies Zengine. At eighteen it knew a world is a stack of intervals, and it spent its last night adding one more special case to a mesher that never quite closed.