2016-08-31

I used to be a huge fan of the early Wing Commander games. For those not familiar, here's the final mission of WC2:

It's clear they're not using 3D models but rather very detailed sprites - but 3D space is fully simulated. How the heck do they pull off 360 degree vision plus up and down? I'm not so much interested in the art/graphics challenges (as you can see from the video, ships have a square hitbox, very primitive) as I am at how the game tracks where...

How the heck did Wing a Commander 1 and 2 simulate 3D space with sprites?

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