On Wednesday, September 11, 2002, at 02:49  PM, zonn@zonn.com wrote:
> There's no ability for curves.  There's also no changing colors 
> along the line.
>
> Using smaller vectors is fine for drawing curves, though 
> eventually, even if the
> monitor might keep up, you'll hit an I/O bandwidth limit (you 
> can't treat the
> display as raster monitor, using a 1024x768 point grid and draw 
> only points.).
Yes, I know that any curve would be made of short, straight 
lines. But Zektor's faster drawing rate, combined with the extra 
processing power of a PC, will enable a game design to include 
curves that the old vector generators could not have managed.
> Filled shapes?  Now you're progressing just like the arcade 
> designers did.  Your
> talking about the next logical step which was done in I, Robot.
I'm talking about a VectorPlus(tm) look that is next-generation 
to the existing vector games, but simpler than raster 3-D. I 
would only use filled shapes as small accents, such as the ball 
on the tip of a laser blast, or the beacon light on top of a 
tower.
Another interesting use of extra drawing power would be to 
"stroke" big objects with multiple lines, so that edges appear 
wider in close-up and narrow off into the distance. (See Sark's 
carrier in Tron for this effect.) Reducing brightness on 
receding lines can also have a profound effect, a la Vectrex Web 
Wars.
Yes, I know there are still limits; but the limits are more 
relaxed. That means more tools for dreamers and game designers 
to experiment with.
With all this talk of what Zektor *can't* do, I feel obligated 
to test its limits and discover what it *can* do. ;-)
> As soon as you talk about filled shapes your talking about 
> graphic engines in
> raster displays which is what vector displays evolved into.
>
> -ZOnn
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Received on Wed Sep 11 16:28:49 2002
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