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This isn't 3d graphics as we know them today. Instead, this is scaling and moving 2d sprites to create the impression of depth. The basic idea is similar to how
by gmueckl 6y ago
This isn't 3d graphics as we know them today. Instead, this is scaling and moving 2d sprites to create the impression of depth. The basic idea is similar to how racing arcade games worked in the late 80s/early 90s before rendering polygonal models became possible.
- newobj 6y agoI think his point might be that the level of overdraw with this scaled 2d sprite solution is expensive. The CPU costing model for PICO8's scaled sprite (sspr) function is 2*n (n = number of pixels drawn). So drawing something the size of the screen once is 32k cycles, which is 0.4% of the CPU budget for the frame. Let's say 32 full sized layers, that's still only 8% of CPU budget, so ... yes I agree this doesn't seem expensive even via brute force with no tricks. :)