Pre-2000 computer graphics: a specification and challenge for classic-style game development (II)

This is a followup to my earlier post from 6 months ago . There I announced two open-source articles on a specification and minimap APIs for pre-2000 computer graphics that a new video game or graphics engine can adopt that wishes to run with very low resource requirements (say, 64 million bytes of memory or less). They are at: peteroupc.github.io/graphics.html (Specification where I seek to characterize pre-2000 computer graphics). peteroupc.github.io/graphicsapi.html (Suggestions on a minimal API for pre-2000 graphics) I have since updated the articles to refine them and add much more guidance. A notable addition to the specification is a convenient list of things to be decided by games that choose to follow the specification. (This list can also be used to evaluate the features of existing pre-2000 video games.) The list includes the following things decided by the application (for details, see the specification ): The screen resolution, no more than 307,200 total pixels. If 3-D is supported, the maximum texture size and number of primitives shown per frame or second. (This is no more than 12,800 per frame for 640 × 480, but a smaller limit is encouraged in general.) If 3-D is supported, which 3-D features are supported (such as Gouraud shading, perspective correction, or texture blending). The number of 2-D layers, up to four. The width and height of tiles and sprites. The maximum number of sprites displayed at a time. Whether larger screen resolutions are supported in addition to the primary screen resolution. Other notable pieces of guidance include: The definition of "rendering in software", which includes software renderers that implement a subset of OpenGL 1.1 or OpenGL ES 1.1. A note that pre-2000 computer graphics in scope include graphics found in learning toys and videotex protocols. Information on the graphics in arcade video games . Comments on any aspect of these documents are welcome (see, for instance, the first article's " Seeking Comments " section). But as in the previous post, it is useful to comment on examples of modern video games (e.g., McPixel3 ) that implement the specification or examples of lightweight game engines devoted to making such modern video games.

添加评论
点赞收藏
点踩分享查看原文
评论
?
参与讨论