3 ms·
Very cool stuff. Trying to figure out how various classic (mostly Sega Genesis, in my case) games pulled off their graphical effects was endlessly entertaining
by ANTSANTS 14y ago
Very cool stuff. Trying to figure out how various classic (mostly Sega Genesis, in my case) games pulled off their graphical effects was endlessly entertaining as a teenager. It's a shame that the art of cycle-accurate raster techniques had to die, but it's probably for the best that it no longer takes a savant to make games with rotating sprites ;)
Here's a relevant explanation of some of the techniques that classic "pseudo-3D" racers used:
http://www.extentofthejam.com/pseudo/ http://www.extentofthejam.com/pseudo/
https://news.ycombinator.com/item?id=5045756 https://news.ycombinator.com/item?id=5045756
- martinced 14y agoIndeed. But it wasn't that difficult. Actually I found it way easier with the "fake 3D" and rotating sprite and even "full screen rotating" (but it's only vertical columns of 8-pixels wide that are slightly shifted up and down) than doing "real" 3D using OpenGL or DirectX ; ) Applied on the PC in the nineties, in "World Rally Fever", published by Team 17: http://www.youtube.com/watch?v=avurGEuocqo http://www.youtube.com/watch?v=avurGEuocqo