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Concept »
A game that uses a mixture of 2D & 3D techniques. Commonly used to describe the use of either 3D graphics restricted to a 2D perceptive, or 2D graphics used to fake the appearance of a 3D perceptive.
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
Frames per second is the rate at which a game can render individual and unique consecutive frames in order for the game to be seen on screen by the human eye.
Gouraud shading is a method of making polygonal objects appear much smoother by applying a gradient to each individual polygon, effectively blending them. Named after Henri Gouraud.
Released in 1988, the game's Namco System 21 "Polygonizer" arcade board was one of the first gaming systems dedicated to polygonal 3D graphics, and was the most powerful gaming hardware of the 1980's. Its 3D graphical capabilities would not be surpassed until the release of Sega's Model 1 arcade system in 1992.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
Whether it's Super Scaler or Mode 7, growing and shrinking sprites/textures is a concept often used in sprite-based games. It was a popular technique used to create three-dimensional games with sprites, mostly during the 16-bit to early 32-bit eras. Sprite-scaling was an early form of 3D texture-mapping.
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