Tweaking Stunt Island's 30-year-old 3D engine
annali.netlify.app
annali.netlify.app
This game is a gem, it deserves a spot in the video-game hall of fame.
Having just watched it, I like that the engine has specific support for points, lines and filled circles, because it predates efficient texture-mapping and high polygon counts, so they use dots for stars on the US flag, a series of line segments to write text in 3D, and green spheres to represent tree leaves. These days it's all triangles (...very well lit and textured triangles with more computation expended per pixel than the 1992 computer had in its entirety)
This was why people were willing to use things like the VESA Local Bus, basically an extension of the 486 bus usually used to drive a graphics card and starting at a heady 100MB/sec. Terrible idea (it got faster as your CPU bus got faster, and if your card couldn't deal with that you'd have to underclock your CPU), but until graphics hardware started offering operations that matches what game developers wanted, the number of pixels you could push over that bus per second was genuinely a limiting factor.
Source: https://fabiensanglard.net/stunt_island/#:~:text=I%20always%...
Archive link: https://armknechted.com/sicentral/newpage/SIArchive.html
Given the technicalities of the stunt, I rather suspect you were successful (no crash), or not successful (did crash). "Somewhat successful", seems very - I don't know - 'corporate'..."The number of deaths do not reflect the overall success of the mission, which managed to gather substantial information regarding the cause of the deaths".
Feels just like yesterday. Shocking how our perception of time works.
In case you didn't know it: the games of the TrackMania series can be considered spiritual successors of Stunts:
(The aliasing seems brutal now though with all that detail. Need to figure out how to boost the resolution / do some type of MSAA.)
However, DirectX games were much easier... I remember patching F-22 Total Air War (a DiD Flight Sim) to support higher resolutions back in 2001 or something, and it was just 3 bytes or so that needed changing, and worked surprisingly well...
(Seem to remember a bit of a community doing it in various games on the simhq.com forums back then.)
... ah
I saw that title and thought to myself "Wow, a 3D game engine from the 80's!" before realizing 30 years ago was 1994-95, during the time of Doom 2 and a year before the first Quake. Damn, I'm getting old fast.
The other day I was reading something and was surprised that "50 years ago" was the mid '70s, not, like, the 50s. Then they hit me with Guardians of the Galaxy already being ten years old. Ouch, right in the mortality.
I think this perceived time warp is affecting many people in the 30+ age group since the world(at least the west) hasn't changed that much in the last 10-15 years or so, so compared to the past when 10-15 years delta made a huge difference, especially in the areas of technology and entertainment, so it kinda feels like time just went by us while the world stood still.
Basically, the 80s feel like they happened about 100 years ago. Which makes us depressingly old.
Similarly, Windows 95 is now closer in time to the Intel 4004 microprocessor than to today.
It makes you think though. Has the innovation run out of steam?
I have never felt older than in that moment.
I wish I could regain some of that wonder back, but all the Raytracing and RTX make it very hard to find.
I've been experimenting on my website with automatically adding to all years or dates a little subscript like '5ya'. While I thought it was clunky at first, I'm finding it helpful to be regularly reminded that when I mention something that happened in '2003', that really was '21 years ago', and I feel a little less like Billy Pilgrim.