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There were realtime 3D games on 8-bit machines. The framerates were atrocious, and they used wireframes or simple filled polygons, but they were also higher-res
by PhasmaFelis 7y ago
There were realtime 3D games on 8-bit machines. The framerates were atrocious, and they used wireframes or simple filled polygons, but they were also higher-resolution. The C64's character display is 40x25, so that's only 1000 "pixels" per frame.
I think it could be done, with reasonable sacrifices.
- vardump 7y ago> I think it could be done, with reasonable sacrifices. Yeah, like dropping rotation. I think it'd be easier to do 80x50 rendering than ASCII. > The framerates were atrocious... That's the sacrifice you'd need to make.
- PhasmaFelis 7y agoI don't think anyone's saying you could do a cycle-perfect emulation on 8-bit. The framerate would be low, the terrain mesh would have to be much simpler. But The Sentinel[1] ran on C64 with acceptable framerates (better than a lot of 3D games with much simpler graphics). I think you could manage a perfectly satisfactory port of Asciiker, even with rotation. [1] https://www.youtube.com/watch?v=D2H8WbDo5SE https://www.youtube.com/watch?v=D2H8WbDo5SE
- vardump 7y agoAre you joking? The Sentinel takes 6-8 seconds to render a scene. The rest is just very clever 2D-scrolling and selective object insertion and removal. Geoff Crammond (author of The Sentinel) wrote another game that's graphically way more impressive in this context: C64 Stunt Car Racer. https://www.youtube.com/watch?v=KMgjmIW8fd8 https://www.youtube.com/watch?v=KMgjmIW8fd8 This is not to say The Sentinel wasn't an amazing game in all aspects, including graphically. It certainly was.