# Fake 3d help

**URL:** https://forum.makecode.com/t/fake-3d-help/14427
**Category:** Help
**Created:** [July 13, 2022, 10:50pm UTC](https://forum.makecode.com/t/fake-3d-help/14427 "2022-07-13T22:50:47Z")
**Posts on this page:** 1
**Showing post:** 6

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### Author: ![kwx](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/kwx/32/1545_2.png) [@kwx](https://forum.makecode.com/u/kwx)
#### Post date: [July 25, 2022, 7:33pm UTC](https://forum.makecode.com/t/fake-3d-help/14427/6 "2022-07-25T19:33:28Z")

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> [@kwx](#):
>
> For drawing terrain like that, check out [https://github.com/s-macke/VoxelSpace](https://github.com/s-macke/VoxelSpace) and the web demo at [https://s-macke.github.io/VoxelSpace/VoxelSpace.html](https://s-macke.github.io/VoxelSpace/VoxelSpace.html) .

I ended up implementing a variation of that algorithm for my game jam entry, Fire Rescue Chopper: [[Announcement] MakeCode Arcade Mini Game Jam #2 - Submission thread! - #7 by kwx](https://forum.makecode.com/t/announcement-makecode-arcade-mini-game-jam-2-submission-thread/14534/7)

My version adds a black outline at ridges for a slightly cel-shaded look, and I think the old 8-bit LucasArts game “Rescue on Fractalus” did something similar when drawing mountain outlines. It’s currently not particularly optimized, so it works ok-ish on a sufficiently fast system in the simulator, but would need converting to fixed-point math for running on hardware. I don’t have my PyGamer with me to test, but I expect frame rates well below 1fps on that…

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