The author seems to consider open-sourcing the engine, I would also be interested in the mentioned scripts for asset creation. Those scripts would make a great toolset for asset creation in this style.
Making Graphics Like it's 1993
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Re: Making Graphics Like it's 1993
#22I think the mix of highly rational reasoning and "it just feels right" is a killer combo too, it gives a rigorous basis for a lot of the decisions made, while also allowing for a strongly personal aesthetic to emerge. Very cool indeed.
Re: Making Graphics Like it's 1993
#23Earlier quoted context omitted.
How so? Doing this with modern OpenGL would be much simpler than the software rasterizer solution. I think I'm gonna have to do it anyway, because some players claim they get nausea when playing at such low resolution (320x240), and the only way to give them higher resolutions that perform reasonably is to have it hardware accelerated. Renderer is abstracted away already, but the real difference would probably be occ…
Unless you plan on rendering the level on some very retro hardware (think S3 Virge, maybe Voodoo 1) you can render the entire level in OpenGL with just zbuffer and alpha tested sprites and it'll run perfectly fine - if anything with such low polycount, chances are you're going to make the renderer slower by trying to do occlusion culling on any GPU released in the 21st century :-P. If you pack the geometry in a few v…
Thinking about modern games, a single character model probably has more vertices than my entire level (and yours probably), so it's definitely reasonable to expect occlusion culling for such simple geometry might actually reduce performance rather than increase it.
Re: Making Graphics Like it's 1993
#24Re: Making Graphics Like it's 1993
#25Re: Making Graphics Like it's 1993
#26Earlier quoted context omitted.
Unless you plan on rendering the level on some very retro hardware (think S3 Virge, maybe Voodoo 1) you can render the entire level in OpenGL with just zbuffer and alpha tested sprites and it'll run perfectly fine - if anything with such low polycount, chances are you're going to make the renderer slower by trying to do occlusion culling on any GPU released in the 21st century :-P. If you pack the geometry in a few v…
That's really cool. Thinking about modern games, a single character model probably has more vertices than my entire level (and yours probably), so it's definitely reasonable to expect occlusion culling for such simple geometry might actually reduce performance rather than increase it.
Re: Making Graphics Like it's 1993
#27I just noticed that this might be one of the rare shooters with a female protagonist: the cat has a calico pattern, and those are almost always female ( https://en.wikipedia.org/wiki/Calico_cat ).
No, this isn't a Perfect Dark game