From 5fb0b3274cc787422608b00b8e4730e9549b6866 Mon Sep 17 00:00:00 2001 From: xesf Date: Sun, 29 Sep 2024 22:15:31 +0100 Subject: [PATCH] fix: image url, add dark theme --- _config.yml | 2 ++ docs/game-engine/images.md | 6 +++--- docs/game-engine/index.md | 18 +++++++++--------- 3 files changed, 14 insertions(+), 12 deletions(-) diff --git a/_config.yml b/_config.yml index d460483..aaa6761 100644 --- a/_config.yml +++ b/_config.yml @@ -13,6 +13,8 @@ aux_links: permalink: pretty +color_scheme: dark + defaults: - scope: path: "docs" diff --git a/docs/game-engine/images.md b/docs/game-engine/images.md index 169b8f8..c2a1603 100644 --- a/docs/game-engine/images.md +++ b/docs/game-engine/images.md @@ -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) diff --git a/docs/game-engine/index.md b/docs/game-engine/index.md index bc4a363..489adcd 100644 --- a/docs/game-engine/index.md +++ b/docs/game-engine/index.md @@ -12,34 +12,34 @@ permalink: /game-engine 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)