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Comment by DonHopkins

5 days ago

>Going 3D at that time in history meant that the quality of the graphic would take a huge hit, as well as the rendering speed, and fewer people would be able to run it because it would require a high end computer, so it was just not worth it.

>Using 2D pre-rendered sprites means that the artists can use as many polygons, rich textures and lighting techniques as they want in 3D Studio Max, and tweak them until the sprites look perfect, and that's exactly what the user sees. You just could not approach anywhere near that quality with 3D graphics at the time. Of course things are a lot different now!

>That was during the time that The Sims was also in development. One reason The Sims was successful is that it did not try to be full 3D, and ran well on low-end computers (the old computer that little sister inherits from big brother when he upgrades to a gaming machine). It used a hybrid 2D/3D system of z-buffered sprites, with an orthographic projection constrained to four rotations, three zooms, and only the characters were rendered with polygons into the pre-rendered z-buffered scene, using DirectX's software renderer.

>I developed the character animation system and content creation tools for The Sims, and when the EA executives were reviewing the technology to decide if they should buy Maxis, to justify our approach I bought them a copy of Scott McCloud's book Understanding Comics, which explained a concept called "masking" --

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