Incredible, I love this so much. I'm glad someone out there decides to go make older games like this in newer engines. Great work!
Firstly,Amazing work !! But a doubt..for the background thing ..you mentioned of using a mesh with zero edges which helps out in covering up the repetition process..what is it?..any detailed description please.
Quite fantastic. I am a friend of Grayson Wixom and have an entertainment publication thehollywoodtimes.today and am trying to get one of my journalists to interview you.
Digital Foundry has recently shared an amazing 30-minute study of the way water rendering has changed over the years. The two-part series starts with the early 90s and concludes the story with the possibilities of the last-gen consoles, starting with a look at 16-bit 2D raster tricks on Megadrive/Genesis, Super NES, NES and Game Boy. Actually, the first 3D games implemented water not as a mechanic but as a spectacle for a better and more beautiful experience.
DF Retro returns with a two-part showcase covering the history of water rendering in games, starting from the early 90s to and ending with the last-gen consoles! In this first part, we start with a look at 16-bit 2D raster tricks on Megadrive/Genesis, Super NES, NES and Game Boy.
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