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by phire
762 days ago
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> I would really like to learn how to apply the pseudo-3d or 2.5d methods that were used by Microprose in F-19 Stealth fighter. F-15 is not pseudo-3d at all. Flight simulators were early innovators in proper polygon based graphics. Partly because there were so few polygons they could get away with the painters algorithm. Partly because the instrument panel could cover a large chunk of the screen. But mostly because players of flight sims were willing to put up with very low frame rates, even 1 frame-per-second would be considered playable for certain types of flights. Anyway, the tricks used for the 8 bit computers and consoles were nothing more than distilling down the graphical complexity until all they really had to draw was a tilting horizon line and then use a few sprites for everything else. The one notable pseudo-3d technique I'll point out is the voxel based terrain used by "Comanche: Maximum Overkill". That's well documented. |
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