> You could also software render everything to a framebuffer and not use any of the > video hardware at all, doing all your own transparencies, but the SH2s are too slow > to really do an entire game that way.
AMOK used a voxel engine that ran in software for all the terrain, it looked kick ass. Shame about the draw distance tho. It used hardware sprites and polys for small enemies and the player ship.
Saturn Doom also ran entirely in software, but it's best not to bring up that game.
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