![]() ![]() An aircraft's sweeping motion is much much easier to emulate than a person running. You could get away with poor animation because you're dealing with mostly rigid structures, you didn't have to have amazingly intricate or delicate controls or visual feedback (the "right kind" of walking, jumping etc) because the objects you are moving were actually designed by machines to move like machines. Whatever required a texture was either far away (ground, aircraft) or not really numerous (aircraft, ground targets), so you could create a relatively "realistic-looking" game without too much trouble. I have the feeling that flight sims were so numerous because they were so easy and cheap resources wise. ![]() I don't know, perhaps we should consider what made them so popular for the then market.
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