None of the ports managed to replicate the fizzlefade except Wolf4SDL, which found a LFSR taps configuration to reach resolution higher than 320x200.” "Because the effect works by plotting pixels individually, it was hard to replicate when developers tried to port the game to hardware accelerated GPU. In the final part of the blog post the author writes: You may wonder why the original code used a LFSR or why I'm proposing a different approach, instead of the vanilla setPixel(rand(),rand()): doing this with a pseudo random generator, as noted in the blog post, is slow, but is also visually very unpleasant, since the more red pixels you have on the screen already, the less likely is that you hit a new yet-not-red pixel, so the final pixels take forever to turn red (I *bet* that many readers of this blog post tried it in the old times of the Spectum, C64, or later with QBASIC or GWBasic). The blog post describing the implementation is here and is a nice read: Every pixel of the screen is set red in a pseudo random way, till all the screen turns red (or other colors depending on the event happening in the game). Today I read an interesting article about how the Wolfenstein 3D game implemented a fade effect using a Linear Feedback Shift Register. Doing the FizzleFade effect using a Feistel network antirez 2135 days ago.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |