Biglesworth23 said:Yeah, definitely a sucky use of bottom screen. Even a big nice two screen view of the main action would be quite cool.![]()
Mama Smurf said:Nice one, I wanted to put that in my post but had no idea of the game's name. I didn't even think we had real screens, just scans.
drohne said:at the risk of pissing off johnny nighttrain, a vertical shooter with a partition down the middle of the screen would be awful. it would throw off your projections whether they treated the gap as if it wasn't there or let bullets pass "behind" it.
If I were a mod right about now...Mejilan said:That said, Nanostray isn't exactly breaking any DS graphical barriers
Mejilan said:Yes, both screens are quite capable of displaying 3D simultaneously. Just not as smoothly or as prettily as one screen alone.
That said, Nanostray isn't exactly breaking any DS graphical barriers, even only utilizing one screen for 3D display.
Interesting, could you explain it a bit more ? So you aren't able to use different perspectives ?fr4nz said:Dunno if it was said here, but Nanostray's background are pre-calculed (!= pre-rendered).
precalc = every coord. of every objects are stored on the card instead of being calculated reel time. The Ds read the coord in stream and display object with a simple polygon draw routine.
Jacobi said:Interesting, could you explain it a bit more ? So you aren't able to use different perspectives ?
fr4nz said:Dunno if it was said here, but Nanostray's background are pre-calculed (!= pre-rendered).
precalc = every coord. of every objects are stored on the card instead of being calculated reel time. The Ds read the coord in stream and display object with a simple polygon draw routine.
It works perfectly on games with 'on-rail' game play ... where the background are always in the same sequence. I'm not sure that the DS is able to render nanostray in full real-time.
To illustrate wath precalc is, here's a GBA demo, coded by Leonard (from Oxygene), called 3D-trip .... everybody knows that a GBA simply can calc what this demo show ....
http://leonard.oxg.free.fr/GBA/stniccc/gba.html (it use a java gba emulator, push R to start)
fr4nz said:Dunno if it was said here, but Nanostray's background are pre-calculed (!= pre-rendered).
precalc = every coord. of every objects are stored on the card instead of being calculated reel time. The Ds read the coord in stream and display object with a simple polygon draw routine.
It works perfectly on games with 'on-rail' game play ... where the background are always in the same sequence.
From the makers of Iridion II.Naked Shuriken said:From the makers of Iridion 3d.. :|
No, Silpheed used FMV backgrounds. I wouldn't be surprised if games like RayStorm or Virtua Cop used a similar technique last gen though.Tellaerin said:IIRC, Silpheed for Sega-CD used the same technique.