<div dir="ltr">Why do you need polygons for *pseudo*-3D games? I don't think you're<br><div class="gmail_extra"><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
really answering my question here. :)</blockquote><div><br></div><div style>Point taken. You really don't need polygons :) Sorry about that </div><div><br></div><div> If they're using polygons/vertices/textures for the display, I don't really</div>
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see how they're not 3D games from an engine point of view.<br></blockquote><div><br></div><div style>Yes, apologies, such games don't need polygons. That was bad wording from my part.</div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
I can see an argument for including games which are *pseudo*-3D in the sense<br>
that they have a bitmap projected onto the screen with a sphere<br>
transformation,</blockquote><div><br></div><div style>That is exactly what is happening, sorry about the confusion</div><div><br></div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
but if you're talking in terms of polygons then I think<br>
you've already crossed the line into code which would be much better off<br>
in ResidualVM, which is specialised for this kind of thing, and seems to<br>
be doing a pretty good job of it.<br></blockquote><div> </div><div style>I'm not, that was incorrectly described. They're really using bitmap projections, as you described more accurately.</div></div><div><br></div>
-- <br>"Experience is the name every one gives to their mistakes" - Oscar Wilde
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