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- Newsgroups: comp.sys.amiga.misc,comp.sys.amiga.games
- Message-ID: <xa$8XMD4FEFaLz3@chepoint.ius.gun.de>
- From: CHEETAH@IUS.gun.de (Sven Tegethoff)
- Path: ius.gun.de!CHEETAH
- Organization: ReaLogic
- Subject: Re: AB3D II beats Quake....
- Date: Wed, 10 Apr 1996 17:33:59 +0200
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- On 04.04.1996 at 13:12:07, bizzetti@mbox.vol.it (Fabio Bizzetti) wrote the following things about "Re: AB3D II beats Quake....":
-
- FB> >>Sorry, but I dont wanna describe how my 3D sprites routines work, and it's
- FB> >>the best example of an advanced routine that cannot be made with the method
- FB> >>you describe.
- FB>
- FB> > 3D sprites? You mean sprites with lighting effects? If it is, it
- FB> >could be done with a generic routine quite easily.
- FB>
- FB> I can't explain "3D" with a better word than "3D".
- FB> "Sprites" for definition aren't only 2D, they are just "moveable objects".
- FB> In this case, they're (apparently) many "2D sprites" layers, where each
- FB> layer represent a Z coordinate. Thus they're fully 3D.
- FB> The trick is in the method to speed up and rotate them. O:)
-
- I'd call it "voxel sprites". (What a "pixel" is in 2 dimensions is
- a "voxel" in 3 dimensions.)
-
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