nesdev.com
http://forums.nesdev.com/

How did they program 3d rendering for golf games?
http://forums.nesdev.com/viewtopic.php?f=21&t=8030
Page 2 of 2

Author:  ccovell [ Mon Aug 08, 2011 2:57 pm ]
Post subject: 

Dwedit wrote:
The golf game vaguely reminded me of "Plain Jump" for the TI83


You should at least reference Tetrastar or Cosmic Epsilon to keep it NES-related. :D

Author:  qbradq [ Tue Aug 09, 2011 7:02 am ]
Post subject: 

Are you referring to the Famicom 3D System?

Author:  tepples [ Tue Aug 09, 2011 7:28 am ]
Post subject: 

Golf games use what appears to be 3D polygon rendering to a 2D image plane, sort of a slow Star Fox, not to stereoscopic display. These sorts of golf games probably wouldn't work with shutter-based 3D TV (such as the Famicom 3D system or modern LED LCD panels) because a game has to be able to switch between the left and right eye images in alternating fields. And for that to work, the game has to be able to draw one complete view in 1/60 s or store two complete views in CHR RAM. The glasses are more for games that use a Pole Position style engine to draw the floor, such as Rad Racer, 3D World Runner, Tetrastar, Cosmic Epsilon, or something like Street Fighter II or NBA Jam.

Author:  qbradq [ Tue Aug 09, 2011 7:34 am ]
Post subject: 

I couldn't find Tetrastar mentioned anywhere in a game context, and Cosmic Epsilon appears to be a Famicom 3D game.

Author:  ccovell [ Tue Aug 09, 2011 7:41 am ]
Post subject: 

qbradq wrote:
Are you referring to the Famicom 3D System?


No, the slightly advanced smooth checkerboard scrolling of each game.

http://www.youtube.com/watch?v=stDt8uafBlU
http://www.youtube.com/watch?v=BYUY--Hq ... re=related

Author:  qbradq [ Tue Aug 09, 2011 8:29 am ]
Post subject: 

I'll check those out on my lunch break. Thanks Chris!

Author:  ldsviking [ Fri Aug 12, 2011 9:26 pm ]
Post subject: 

Thanks everyone for sharing your expertise and insights.

Page 2 of 2 All times are UTC - 7 hours
Powered by phpBB® Forum Software © phpBB Group
http://www.phpbb.com/