[HN Gopher] A Game Art Trick: Don't Starve, Diablo - Parallax 7
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A Game Art Trick: Don't Starve, Diablo - Parallax 7
Author : homarp
Score : 127 points
Date : 2021-08-21 20:15 UTC (2 hours ago)
(HTM) web link (simonschreibt.de)
(TXT) w3m dump (simonschreibt.de)
| JKCalhoun wrote:
| "Fake perspective" was problematic in early flight simulators as
| well where texture-mapping was used. The classic example being a
| long runway.
|
| If the runway was a long polygon and you had a long texture map
| (with a dashed centerline for example) the standard code to map
| the bitmap to the projected runway polygon would not in fact
| apply perspective to the bitmap -- the intervals between the
| dashes would be a fixed not perspective distance.
|
| The solution was to break up the runway into a whole bunch of
| shorter polygons -- each with a bitmap of perhaps one
| stripe/dash.
| aaaaaaaaaaab wrote:
| The PlayStation didn't have perspective-correct texture mapping
| despite having a real 3D rendering pipeline:
| https://www.youtube.com/watch?v=x8TO-nrUtSI
| bombcar wrote:
| 2D games had so many tricks that they often looked better than
| their 3D replacements for quite some time. If you were able to do
| every pixel by hand for a few views you often ended up with more
| detail than you could in the low amount of polygons available
| early on.
| jimbob45 wrote:
| Hand-painted/drawn backgrounds were unfairly good back in the
| day. Something like Planescape: Torment looks better than its
| age because there's really very little to render in real-time.
| Conversely, something comparable like SimGolf looks much worse
| despite coming out later because it couldn't leverage anything
| pre-rendered.
| Waterluvian wrote:
| I remember the D2 perspective mode was a neat trick but it made
| the game kinda fuzzy and broke core graphics features such as my
| character wouldn't be green when poisoned.
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(page generated 2021-08-21 23:00 UTC)