Lou's Pseudo 3d Page
extentofthejam.comOne very early pseudo-3D game (perhaps the first?) was Sega's Fonz, which drew a not-really-perspective-corrected road using discrete logic. AFAIK it hasn't even been emulated by MAME yet.
Oh yeah, and shameless plug for my 6502 IDE which draws a pseudo-3D road on the Atari 2600 :) http://8bitworkshop.com/?platform=vcs&file=examples%2Froad
This website again... every time I see it, I get an irresistible urge to write my own old-school racing game in Javascript (it's been done, I know, but not by me).
I'd better get away from it before I "forget" that I have deadlines to stick to.
Lou's page is one of the reposts that I'm always happy to look at. And it has been reposted frequently.
Same plans, different game type for me. Anything old-school that has been built in a nifty way makes me want to build something from scratch :)
Love the thought of it, doubt I'll ever.
I love the cleverness of old games and the tricks used to produce compelling effects on underpowered hardware.
And ultimately, that's all you'd ever need in a game, right?
http://playdosgamesonline.com/lotus-the-ultimate-challenge.h...
(runs in the browser)
I like to imagine so! :D
I presume you've seen https://archive.org/details/softwarelibrary_msdos_games
Nintendo still has to do that to some extent in order to get competitive performance on outdated hardware. They even managed to get Smash 4 running at 1080p60fps on the Wii U.
Back then it was just called "hardware" ;)
I've read through this page a few times in the past and still find it difficult to get my head around the math involved.
For me, the math is always easier when I'm writing something myself, than when I'm reading about how someone else did it. Rather than just a description of something that someone else tells you works, you've got lists of approaches that you came up with, your own opinions of positives and negatives of each, and an intuitive grasp of why you do something a specific way.
Work your way into a problem until you don't know the answer to something. Then keep experimenting with half-ideas and hunches. If you're still stuck, read some about how someone else did it; the math will be easier to tie into your own experiences, and you'll get more out of it.
Try writing some code samples in a language that's familiar to you. Keep trying until it works.