Timeline for The Sentinel (aka The Sentry) on Commodore 64 - why was scrolling so fast?
Current License: CC BY-SA 4.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| S Jul 17, 2024 at 8:44 | vote | accept | Alan B | ||
| S Jul 17, 2024 at 8:44 | vote | accept | Alan B | ||
| S Jul 17, 2024 at 8:44 | |||||
| Jul 17, 2024 at 8:44 | vote | accept | Alan B | ||
| S Jul 17, 2024 at 8:44 | |||||
| Jul 16, 2024 at 17:09 | answer | added | philipp | timeline score: 4 | |
| Feb 7, 2020 at 17:00 | answer | added | Brian H | timeline score: 4 | |
| Feb 7, 2020 at 16:54 | comment | added | Spektre | this question is somewhat related to this one What techniques were used to reduce the required re-rendering in 3D programs? From the look The sentinel used Freescape engine or something similar at least on ZX (but I might be wrong it even is not listed in the page ...) ... analyzing that technique might give you answer you seek | |
| Feb 7, 2020 at 15:14 | comment | added | Tommy | I'll throw out that I think The Sentinel does all its 3d calculations during the several seconds of blanking and after that you're just doing a 2d scroll of 2d data. That's why weird barrel distortions abound. Alas I have no idea how the 2d scrolling is achieved on a C64 so I can't be any help there. | |
| Feb 7, 2020 at 14:11 | history | asked | Alan B | CC BY-SA 4.0 |