Author Topic: Is the 3DS worth it ?  (Read 27040 times)

0 Members and 1 Guest are viewing this topic.

Offline ben_g

  • Hey cool I can set a custom title now :)
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1002
  • Rating: +125/-4
  • Asm noob
    • View Profile
    • Our programmer's team: GameCommandoSquad
Re: Is the 3DS worth it ?
« Reply #60 on: June 01, 2014, 03:03:39 pm »
Yeah most 64 games used scaled sprites for various objects like trees and sometimes even chars. This is why I think on the HP Prime, using the Triangle command to generate basic terrains or walls you wouldn't really need that much 3D rendering for the rest, although detecting if a sprite is in front of or behind a wall might be trickier.
Well, even the (normal) DS does this, and many older games on both computers and consoles also do this. This is mainly used for objects far away or in other cases where it isn't that visible though, but they do use it. Mario kart n64 and other games of that era just did this to a much higher extend than now though, since currently it's pretty much only used to render particle effects.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated