I'd probably have to 90s-style "2.5D" FPS engines, things like the ones used by Doom, Duke Nukem 3D, Shadow Warrior, Hexen, etc. They have a neat look to them and a different feel than polygon-based 3D engines, which I really like. Voxel engines can be neat too, but I haven't seen a lot of games that actually made good use of them.
That said, I remember Worms 3D had a hybrid polygon/voxel engine that it used for its terrain deformation effects, which I thought was pretty cool. I'm pretty sure it used polygonal models for the characters at least, since I remember running into this one glitch on the Gamecube version where all these polygons started stretching out really long distances, and it looked crazy. It only happened to me once, and it sucks that I never bothered to take a picture of it.
SabbraCadabra wrote:
Sabreclaw wrote:
I don't see any reason why voxels aren't totally superior to polygons.
If I remember correctly, the biggest reason is because there is no hardware acceleration for them, so it's all running on CPU.
That's only because no one has ever bothered to come up with hardware to accelerate voxel rendering. I'm sure it could be possible, but I also think the main reason no one's thought to do it is because it's more computationally expensive than polygons.
_________________
Every day is exactly the same...