3 ms·
IIRC the vertex coordinates were single precision floats (at least that's what my 24 year old pascal code uses :-) ) that were then additionally scaled and tran
by dividuum 6y ago
IIRC the vertex coordinates were single precision floats (at least that's what my 24 year old pascal code uses :-) ) that were then additionally scaled and translated (so the center point was at the floor). What made it wobbly was the animation technique used. It had several animation sequences (walking, running, dying, etc..), each with multiple frame specifying the coordinates of a fixed number of 3D vertices. The indices of those vertices corresponded to the indices in a list of 2D vertices giving coordinated into a single 2D texture. IIRC Animation between frames used linear interpolation.