I'm curious about how it fixed "some limitations of the integer math used by the SNES... by more aggressive averaging." My first primer on Game Dev was LaMothe's Black Art of 3D book which included a hefty dose of fixed integer math.
Mode 7 is how they got a 3d sort of effect out of the hardware.
It allowed you to render a texture as a plane & move around over it in a 3d like fashion.
Well, that's a bit of a philosophical question. Can a game play itself? If a game plays itself in the woods & no one observes it, do we hear the sound on one hand clapping? Has the Illuminati tampered with my coffee (again)? Questions for the ages.
As far as I know, yes it just does more of what you've seen. There's probably some urban legends about interactive minus worlds or something like that.
Maybe it's like a proverbial spot on the wall. The game isn't the spot itself, but how long you can focus your attention on it.
@Josh So you think giving a live demo on how it could be done should be "explained" instead?
user4704
I think giving some kind of internal presentation about a topic is a good way to build the broad awareness. Having a concrete example, offline, is a good way to reinforce and provide reference to the details.
user4704
7:29 PM
A presentation that tries to present the nitty-gritty details is a lot to take in, and will be forgotten.
user4704
An example that nobody knows about will be overlooked.
user4704
We have a weekly standing meeting where folks in the engineering department give presentations on things. When I've wanted to convey a new direction or new set of best-practice type things, using one of those sessions to talk about it (with a concrete reference they can look up later) has been the most "sticky" technique, I've found