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Don’t starve, Diablo – Parallax 7

simonschreibt.de

61–63 of 63 posts

Re: Don’t starve, Diablo – Parallax 7

#61
post #9

Earlier quoted context omitted.

The original sky is mostly procedural, I forgot to mention. The newer skies are more traditional skyboxes.

What's your question, more specifically? Also what do you mean by "the original sky"? Because it was already a skybox in the WoW original 2004 release, even if there were some procedural elements added on top.

Someone in the discussion found an interesting technique from Homeworld 2.

Re: Don’t starve, Diablo – Parallax 7

#62
post #53

I can't help but wonder if a feature like the Diablo 2 perspective mode would have a chance of being implemented today in a AAA game? A lot of effort for a feature that didn't actually add anything to the gameplay and only worked for users that (a) had a supported 3D card and (b) found the option in the menu and enabled it? Not very likely...

Raytracing is the most relevant thing I can think of off the top of my head. It fits the rest of your description. For that matter, though, I don't know what a lot of the graphical options are in games these days or if they really add anything. Back in the day it was easy to choose your resolution, texture resolution, and level of AA. Now the menus have 40 options, often with no descriptions.

Re: Don’t starve, Diablo – Parallax 7

#63
post #35

This 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?

Not really. Modern 3D games have an arbitrarily placed camera and use linear algebra to flatten everything from 3d into 2d clip space and then rasterize. Games like D2 use sprites and offsets to give the illusion of 3d, they don’t have a 3d coordinate system to begin with. In games like this movement is usually constrained to 2 axes. Also a key different is pre-rendered sprites. In games like Roller Coaster Tycoon or…

I think I understand what you mean. Thanks!
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