Hi! Thanks for the reply!
S.T.U.N. Runner draws many cross sections of track as sprites to create the illusion of a solid 3D shape which is much faster than drawing the actual polygons on the Lynx. The ship, enemies, shots, etc. are all sprites who have 90 degrees worth of rotation frames that are flipped horizontally and vertically to fill out 360 degrees of rotation with 1/4 the storage on the cartridge.
If there's one problem of pseudo 3d roads that I've found there are a multitude of ways to solve, it's hills. I was wondering, in Lynx S.T.U.N. Runner, how that was accomplished.
I also wonder whether STUN Runner is a per-scaline slide engine (the way I imagine RoadBlasters is) or whether it's dealing in small 3d chunks of track projected onto the screen (not 3d in the sense that they can rotate, but 3d in the sense that the height on the screen for a given slice of track is found by solving something like y_screen = y_world/z).
Would you be able to share the algorithm that S.T.U.N. Runner uses? And do you remember if overdraw was a concern on that platform?
With scale and palette animations, care must be taken to account for perspective. Size of sprites varies with 1/depth which is nonlinear.
Right, I imagine given the density of scenery in S.T.U.N. Runner that the 1/depth relationship is important so that the pieces fit together without gaps or too much overshoot (not to mention the headaches that happen when the relationship is wrong
What other Lynx games released by Atari have source that is publicly available? If someone wanted to take the time to get permission from Atari, I would be happy to release all the source materials.
Hmm I thought I saw Rampart source kicking around these forums, but maybe that's not official source. Is there anyone I might be able to write to and see if they might approve release of the S.T.U.N. Runner source?
The coin op S.T.U.N. Runner is truly completely 3D.
I'm surprised! So it's completely 3d to the point that, had the developers wanted to, they could have swiveled the camera to show the track from different angles. I do remember that one running a bit quicker in the arcade than Hard Drivin', but then again I suppose the physics are easier to calculate.
Again, thanks for taking the time to comment
Edited by louisg, Fri Feb 17, 2012 3:35 PM.