3 ms·
I love fixed angle sprites in 3d environments like the original Total War games. https://spicyburn.weebly.com/uploads/1/2/6/7/126751672/357240350.jpg https://sp
by bernawil 3y ago
I love fixed angle sprites in 3d environments like the original Total War games. https://spicyburn.weebly.com/uploads/1/2/6/7/126751672/357240350.jpg https://spicyburn.weebly.com/uploads/1/2/6/7/126751672/35724...
One of my favorite aesthetics next to isometric RTS with smooth animations like the old Stronghold games.
- dale_glass 3y agoThat looks like the same engine Warhammer: Dark Omen used. I played that quite a lot. But I guess I never developed the nostalgia for the technical limitations of the time. Even back in those days I clearly saw them as a limitation to be tolerated. The sprites meant that I couldn't correctly perceive the rotation of the units, since there were so few angles available. This meant sometimes I couldn't tell if the game was buggy and my units were looking the wrong way, or the sprite system just wasn't able to display their true state. The sprites were a means to the end of rendering units with more detail than 3D tech of the time allowed, not something that in itself was appealing. I think what would be more interesting is not to imitate the exact state of technology in the 90s, but try leaning into the same approach with modern tech. Render the hell out of those sprites at ultra high res and levels of detail, and try to make a sprite game that uses sprites because even a GTX 4090 couldn't render that in real time. Though at this point in time it might already be too late for this to make sense, since the amount of detail a modern video card can produce is insane.
- bernawil 3y agointeresting! It'd be in cool to see someone use sprites to render a total war like game with historical scale (100k units) though at that point I think the real bottleneck is the cpu and pathfinding though.