[Coco] Scrolling 3D Checkerboard Field
Andrew
keeper63 at cox.net
Tue Jul 24 11:31:12 EDT 2007
All -
This is more for my education than for any real purpose:
I have been trying off and on to find a description and/or source code
(in -any- language) on how to render (and animate) a scrolling
"checkerboard" field.
Back in the 1980's, I remember that a few 8-bit machines had games which
used such a effect - one was a soccer-like game set in the "future"
where you and an opponent (the computer or a second player) went
head-to-head in "hovercraft". IIRC, it was even split-screen (over/under).
Yet - in all of this time I have never seen anything on how it is done.
Nor have I ever seen this effect done on a CoCo. The closest was a BASIC
game Eric Wolf published in the Rainbow called "F-15 Assault" (or
something like that). It painted a series of horizontal lines out to a
horizon (thick at the bottom, and gradually getting thinner toward the
middle - simulating perspective) with mountains. Two-slot palette
switching animated the "scrolling" field.
However, from what I recall, this wasn't how the checkerboard was done -
it was a real scrolling system, and could move left/right as well
(cartesian movement, I suppose). Unless I am completely misremembering
everything.
Does anyone here have an explanation of this - or could perhaps point me
to an article or source code showing this effect?
Also - in the same vein - how are "3D" pole-position tracks done? Asking
both of these questions, I feel like a n00b - I mean, I have no problem
with the math and difficulties of rendering texture-mapped polys with 3D
transforms, scaling, rotation, and projection - standard 3D is no
problem (even on an 8-bit platform - though even wire-frame can be dog
slow comparatively).
Fake "3D" (aside from ray-casting) on an 8-bit platform - that stumps me
- and it seems like information is very rare on it because nobody wrote
down how these effects were done "back-in-the-day" - most likely because
they were very cool for the time, and thus very profitable.
Unfortunately, they feel like a bit of game development history which
has been lost...
Any ideas out there...?
-- Andrew L. Ayers
Glendale, Arizona
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