Original Post
For anyone that knows one of these games, I have some questions. First, they ran fine in a 386, at 320x200 (a ridiculous resolution nowadays, but more than enough for the time) and have textures, flat shading, some transparency effects, and a huge galaxy, with very complex solar systems. Not to mention the physics...
My question is, how the hell they have managed to do that? I''m pretty certain that, If I could implement the same thing in OpenGL, without a powerful hardware accelerator(mind you, at a higher resolution, like 640x480) I would not get a decent performance. But they did that in software! I know they sacrificed resolution, texture detail (after all, the original game took 3 discs) and probably used a palleted mode.
Another question... the near and far clipping plane. If I have a planet 60AU away(I''m using Frontier units, think of this as veeeery far away...) the planet should be invisible. So far, so good. But I cannot draw the planets this way. When the planet get closer, It should get bigger on the screen. But wait, the planet has been clipped by the far clipping plane, so it is invisible. Only when its extremely close to you it''s polygons will start popping on the screen. How to avoid that? I believe you can put the planet very near to you (in opengl coordinates) and resize the planet as needed. But this is a complicated solution. Is there another one?
Gaiomard Dragon
-===(UDIC)===-