Pedro Quaresma wrote: > > It was the first colorful 180o rotational 3d game out there, wasn't it? I > think WC could have had a better port for the Amiga, but UW just couldn't. > I don't think Fat Agnes, Amy, Paul or Gary could handle all that 3d glory! > ;)
I know you're kidding, but you know as well as I do that coders, even democoders, had a problem doing "chunky"-style graphics with the Amiga's planar hardware. It just wasn't straightforward; it wasn't what the Amiga was designed for. MCGA ever since 1987 has had a direct-pixel-address scheme (it's a linear 64K bitmap) so stuff like texture mapping and Wing Commander scaling/rotation stuff was easy. But on the Amiga... Geez, the only texture-mapped stuff I can remember seeing on my A1200 was in demos. I don't think I've ever seen a 3D texture-mapped game for Amiga (but then again I haven't tried very hard). -- http://www.MobyGames.com/ The world's most comprehensive gaming database project. ---------------------------------------------------------------------- This message was sent to you because you are currently subscribed to the swcollect mailing list. To unsubscribe, send mail to [EMAIL PROTECTED] with a subject of 'unsubscribe swcollect' Archives are available at: http://www.mail-archive.com/swcollect@oldskool.org/