Don’t starve, Diablo – Parallax 7
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Re: Don’t starve, Diablo – Parallax 7
#52> This looks 3D but it’s not! It is SNES tech and is called “Mode 7“. To render it, Nintendo manipulated textures (trading height for depth) with some coder magic. Mode 7 essentially is a primitive 3D accelerator, it renders a single textured plane with various transforms. I think in principle it's just as "real 3D" as a modern GPU, it's just very very limited and less accurate.
No, it's not: Mode 7 can only zoom, translate and rotate the layer in 2D. For example, the Bowser fight in Super Mario World is a typical use of mode 7: Bowser moves around, sometimes rotates and between rounds flies around in "3D" by zooming in and out. The cool 3D hack comes from co-processors in the cartridge: Games like Super Mario Kart use extra chips than can quickly compute new mode 7 parameters per scanline:…
Super Mario Kart needed the co-processor for determining things like how to draw the karts depending on their position and distance from the player. Pilotwings used the same co-processor for similar things (essentially, tracking objects and perspective in 3D space).
Re: Don’t starve, Diablo – Parallax 7
#53Re: Don’t starve, Diablo – Parallax 7
#54Ah, it was on my list, now I can cross it, thanks. If someone knows how the sky of world of warcraft is made (and to a lesser extent the ground of warcraft3 which I think is a clever use of marching squares), please let us know, Ive been wondering for 10+ years. It has an incredible amount of features (day, night, clouds, moon, stars, etc), it's gorgeous, light, updates beautifully every other frame or so and no, it'…
Unrelated but on the topic of skyboxes, I always thought the backgrounds of Homeworld were really nice... turns out it's just vertex color gradients. https://simonschreibt.de/gat/homeworld-2-backgrounds/ http://simonschreibt.de/gat/homeworld-2-backgrounds-tech/
Cant upvote enough.
Re: Don’t starve, Diablo – Parallax 7
#55"I don’t know why the lower edge of the sprite is bent that way" Maybe a designer said, it looks better. Joke aside, I throw in one-off/random code into my games here and there. Feels bad from an engineering point of view, but sometimes the games just need this to feel better, Idk.
Re: Don’t starve, Diablo – Parallax 7
#56Thanks for sharing my little article :) <3
Re: Don’t starve, Diablo – Parallax 7
#57This talks about these old games having "not real" 3d, but modern 3d games are on a flat screen too. So aren't they fundamentally "not real" 3d in the same qualitative way?
Re: Don’t starve, Diablo – Parallax 7
#58OG computer graphics are always amazing to me. I'm convinced software and hardware both would be entire generations behind where it is without the contributions made for early animation and computer graphics. Look at NVIDIA. They pretty much just lucked out that the same architectures would be useful for machine learning and "artificial intelligence" in it's initial iteration, but the entire company was founded on co…
Re: Don’t starve, Diablo – Parallax 7
#59Earlier quoted context omitted.
No, it's not: Mode 7 can only zoom, translate and rotate the layer in 2D. For example, the Bowser fight in Super Mario World is a typical use of mode 7: Bowser moves around, sometimes rotates and between rounds flies around in "3D" by zooming in and out. The cool 3D hack comes from co-processors in the cartridge: Games like Super Mario Kart use extra chips than can quickly compute new mode 7 parameters per scanline:…
Great explanation. F-Zero managed to do the “change zoom on each scanline” trick without a coprocessor in the cartridge, didn’t it?
Mode-7 scaling can be modified per scanline to get the textured-plane effect seen in many games (e.g. F-Zero), without any additional hardware.