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by dkjaudyeqooe
887 days ago
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Tempest is indeed a terrible example: - it's a static perspective view, less complex than sprite based 2D - it's implemented on a vector screen, where the cathode ray gun is drawing the lines instead of the software, not a bitmapped one - almost everything can be precalculated and only vertex locations need be stored Of course it's still a creative game, but not very hard to implement. It should be noted that Battlezone wasn't actual 3D since everything happened on a fixed plane, but it had dynamic rotating shapes and the like so much more advanced. |
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