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fix: image url, add dark theme
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xesf committed Sep 29, 2024
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2 changes: 2 additions & 0 deletions _config.yml
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permalink: pretty

color_scheme: dark

defaults:
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path: "docs"
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6 changes: 3 additions & 3 deletions docs/game-engine/images.md
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Expand Up @@ -11,12 +11,12 @@ LBA and TICO uses a 8-bit raw image format containing 256 colours and a 640 by 4

## LBA1

![LBA1 Sendell](/assets/lba1-sendell.png)
![LBA1 Sendell]({{ site.baseurl }}/assets/lba1-sendell.png)

## LBA2

![LBA2 Lighthouse](/assets/lba2-lighthouse.png)
![LBA2 Lighthouse]({{ site.baseurl }}/assets/lba2-lighthouse.png)

## TICO

![TICO Menu](/assets/tico-menu.jpg)
![TICO Menu]({{ site.baseurl }}/assets/tico-menu.jpg)
18 changes: 9 additions & 9 deletions docs/game-engine/index.md
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Little Big Adventure (LBA) series engine was an evolution of the tooling created during the development of Alone in the Dark (AITD). They share a lot of the same core ideas but the team was able to innovate and evolve their technology.
Both games shared pre-rendered backgrounds with 3D software rendered characters, a technique use in the early 90s due to hardware constraints. AITD was the pioneer of pre-rendered backgrounds and use static images that were hand drawn on top of 3D wireframes of a 3D scene. Each image corresponding to a different camera view of the scene.

![AITD](/assets/aitd1.png)
![AITD]({{ site.baseurl }}/assets/aitd1.png)

LBA did it differently and use isometric sprite composition in order to create a scene and use a single isometric camera view panning around the environment.

![LBA](/assets/lba1street.gif)
![LBA]({{ site.baseurl }}/assets/lba1street.gif)

The isometric scenes were composed in a grid format with limited width, depth and height. Various objects were composed by a number of sprites following a set of standard dimensions and then placed together to create scenes. They are also used for collision detection with slopes to make the height transition smoothly.

![LBA1 Isometric Sprite](/assets/bench-sprite.png)
![LBA1 Isometric Scene](/assets/bench-iso.png)
![LBA1 Isometric Sprite]({{ site.baseurl }}/assets/bench-sprite.png)
![LBA1 Isometric Scene]({{ site.baseurl }}/assets/bench-iso.png)

The team continue the trend in Time Commando (TICO) and used pre-rendered backgrounds with video motion. A similar technique used in LBA movies but improved to be used not only as cut-scenes but in-game backgrounds with depth information attached.

![TICO Pre-Rendered Background Motion](/assets/tico-prerendermotion.gif)
![TICO Pre-Rendered Background Motion]({{ site.baseurl }}/assets/tico-prerendermotion.gif)

Another aspect that has been shared among all games is the use of 3d software rendering for the player character and non-player characters (NPC) with dedicated file formats. AITD uses 3d models with flat polygons with solid colours and dithering in some polygon types to give a more textures like feel.

![AITD 3d model](/assets/aitd1-model.png)
![AITD 3d model]({{ site.baseurl }}/assets/aitd1-model.png)

LBA uses the same flat polygons but added the implementation of Gouraud Shading and Directional Lighting.

![LBA 3d model](/assets/lba1-model.png)
![LBA 3d model]({{ site.baseurl }}/assets/lba1-model.png)

LBA2 and TICO had another enhancement by adding texture mapping to their 3d model formats.

![LBA2 3d model](/assets/lba2-model.png) ![TICO 3d models](/assets/tico.jpg)
![LBA2 3d model]({{ site.baseurl }}/assets/lba2-model.png) ![TICO 3d models](/assets/tico.jpg)

LBA2 also used the models for the outside 3d scenes, which had a further improvement from isometric only scenes in from LBA1.

![LBA2 3d Outside Scene](/assets/lba2-outside.jpeg)
![LBA2 3d Outside Scene]({{ site.baseurl }}/assets/lba2-outside.jpeg)

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