Herr Schatten wrote:Ooh, I love dev logs like that. Bookmarked. I'm looking forward to following your progress.
The new stuff looks really good. I'd argue that all the anti-aliasing shenanigans not only have aged badly, but never actually looked good, and that clarity of definition always wins out, but I'm really not sure if I had seen this the same way back in 1990. However, I do think that this kind of aesthetic was so common in home computer games of the day, as opposed to console or arcade ones, because their creators very often had a demo scene background, and most were self-taught as well.
It always baffles me how you 6510 coders make do with those measly 3 registers. On the Z80, I have 11 (not counting the shadow registers), and I feel that's already sparse.
Thanks everyone
Although I agree that the need for (manual) anti-aliasing has mostly died out these days, I will keep using it though, but with extreme restraint and only if it helps to render the shape and depth, which it sometimes does. These can be very subjective things, though, so I might better avoid getting into any deeper than that. It is true that those anti-aliasing tricks are mostly common with demo scene, which is it's own ecosphere..
I have no idea how 6510 coders do it either, as luckily it's not me but Pekka who will do the coding. But he has 35+ experience on coding by now, so I'll trust he knows what he's doing. I am looking forward to read the next part where he explains what he's been doing with more depth, as I only get to know little bits and pieces by email
