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Asteroids monitor
SirPoonga:
--- Quote from: ChadTower on July 26, 2005, 01:45:53 pm ---Let's think about this. What are the things that vector monitors do that rasters can't? What do they do better? Figure those things out, elaborate on them, and there is half your game design right there.
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Burn an image into your retna with the intensity rasters can't duplicate....
ChadTower:
--- Quote from: Matthew Fisher on July 26, 2005, 02:06:20 pm --- Speed and sharpness are really the advantages that vectors have over rasters, and still do, IMHO.
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ChadTower:
Wow, that brought the discussion to a screeching halt. Anyone have any suggestions, comments, anything? This is the direction I'm taking my research.
Matthew Fisher:
No it's not that. I gotta get my work done sometime! Plenty of food for thought, though. If you, or anyone else, could come up with a TRUE 3D vector game, I agree it would be incredible. The scope could use mechanical shutters, like Subroc 3D. That way, perhaps they could be made to go faster than LCD shutter glasses that work with a TV. Also, the LCD shutters never seem to go totally clear. I have the Sega Master System shutter glasses, and, to be honest, 30fps per eye is just not fast enough. Plus, although the effect can be somewhat neat, none are TRUE 3d, and by that I mean you never interact with the game in the X, Y, AND Z axes. Even in Star Wars, you are only controlling a cursor in X and Y. 3D graphics would also allow interaction in the Z, as you would now have that visual data, but making an intuitive control might be difficult. Perhaps something like a SW yoke that also plunges in and out with a third pot in it. Now, how does one design an interactive game based on 3d fireworks....
ChadTower:
I'm not interested, at this point, in a true navigatable 3d environment. I'm interested in 3d visuals, as in the LCD shutter effect, but not 3d models nor a playfield where depth is part of the play. I'm thinking more along the lines of a regular 2d game that happens to take advantage of the visual effect to enhance graphics, but not necessarily gameplay. I think without textures to fill the polygons out you'd lose a lot of what depth gets you, you're adding geometrically to your complexity of design/coding, and you're moving away from the XY monitor's strengths and back into what you're accustomed to from raster.
It is, after all, an XY monitor, not an XYZ monitor. :)