07-19-2016, 07:49 PM
(This post was last modified: 07-19-2016, 07:49 PM by DarkGrievous7145.)
There are some fan-made 3d pokemon engines using the sprites in place of models
i think it's pretty cool, myself.
the idea i suggested actually is the same, except it'd be designed with the goal of mimicking an HD FPS (or any graphically stunning 3d game) without using the expensive live rendering of effects, and likely, even, character/object models.
i also recall seeing on some gamedev site/forum ages ago, some kind of thing that uses pre-rendering at various angles/poses to create the illusion of 3d objects, like trees or whatever. i'm guessing it was essentially the same as what we're already touching on, but there might have been some notable differences. My memory is too fuzzy to remember specifics, but it was intended as a trade-off for performance. it significantly increased the entity cap, since there wasn't all the rendering of hundreds or thousands of 3d trees, which is what they showcased in the demo video.
i think it's pretty cool, myself.
the idea i suggested actually is the same, except it'd be designed with the goal of mimicking an HD FPS (or any graphically stunning 3d game) without using the expensive live rendering of effects, and likely, even, character/object models.
i also recall seeing on some gamedev site/forum ages ago, some kind of thing that uses pre-rendering at various angles/poses to create the illusion of 3d objects, like trees or whatever. i'm guessing it was essentially the same as what we're already touching on, but there might have been some notable differences. My memory is too fuzzy to remember specifics, but it was intended as a trade-off for performance. it significantly increased the entity cap, since there wasn't all the rendering of hundreds or thousands of 3d trees, which is what they showcased in the demo video.