Feature: Vector Graphics

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druellan
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Feature: Vector Graphics

Post by druellan » Mon Jul 09, 2018 7:31 pm

I hope I'm not opening another can of worms with this, but... what exactly is the idea of the group "vector graphics"?

1. Are we talking about game developed with a 3D realtime vector graphics engine like Elite https://spectrumcomputing.co.uk/index.p ... 96&id=1601
2. A game that has some vector graphics as part of the FX, like Extreme https://spectrumcomputing.co.uk/index.p ... 96&id=1699
3. A game that resembles lineart/vectors, but is not necessarily using realtime vectors like Kung-Fu https://spectrumcomputing.co.uk/index.p ... 96&id=2778

Since "vector graphics" is supposed to be a technical "feature" of the game, I think 1 and 2 are OK, 3 seems to be kind of misleading.
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AndyC
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Re: Feature: Vector Graphics

Post by AndyC » Mon Jul 09, 2018 7:38 pm

I'd have said Elite was the only one that's vector graphics. Extreme is really pushing the definition, probably beyond any sensible definition (is it even really vectors?) and Kung Fu is just dodgy line art sprites.
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Re: Feature: Vector Graphics

Post by Ralf » Mon Jul 09, 2018 7:44 pm

If Kung-Fu are sprites made of lines than it certainly should be removed from that list.

Extreme, well, after some hesitation I would leave it. Watch the full recording, later in the game we have a walking robot, his legs are made of vectors and the rays that he's firing are made of vectors too. That would be enough for me, after all it's "featuring vectors", not "100% made of vectors" ;)
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Re: Feature: Vector Graphics

Post by druellan » Mon Jul 09, 2018 8:49 pm

Oh, I forgot to paste the actual list on ZXDB: https://spectrumcomputing.co.uk/index.p ... up_id=1024

So based on the discussion, games that has some sort of realtime vectors are ok, but games that are "inspired", using wireframe sprites but not actual vectors, are not. There are a couple of tricky ones in there like Ace of Aces https://spectrumcomputing.co.uk/index.php?cat=96&id=65 :)

BTW, Extreme is not on the list, but I thought can be a great point of debate, since it is really not vector at all, but has some elements, like the robotic legs, weapons, etc.

I'm still sorting maze games, but when (if) I finish with that I can start taking a look in this list if that helps.
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Re: Feature: Vector Graphics

Post by ZXDunny » Mon Jul 09, 2018 11:07 pm

Looking at the list, I see two that bear further investigation:

The Way of Clans and Ring of Darkness. All the rest do use Vectors, albeit filled in some cases.
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Re: Feature: Vector Graphics

Post by Wall_Axe » Thu Jul 12, 2018 11:15 am

personally 'vector graphics' make me think of 2d lines only
like asteroids, hyperbowl.
i would call 3d vectors 'wireframe graphics'
and filled polygons as 'solid 3d'
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Re: Feature: Vector Graphics

Post by ZXDunny » Thu Jul 12, 2018 1:28 pm

Wall_Axe wrote:
Thu Jul 12, 2018 11:15 am
personally 'vector graphics' make me think of 2d lines only
like asteroids, hyperbowl.
i would call 3d vectors 'wireframe graphics'
and filled polygons as 'solid 3d'
Would you class Tempest as wireframe 3D graphics due to the depth effect of the tunnel? Because the original game was most definitely using a vector graphics system in the original hardware, similar to the Vectrex (which is really part of the name).
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Re: Feature: Vector Graphics

Post by druellan » Thu Jul 12, 2018 2:03 pm

ZXDunny wrote:
Thu Jul 12, 2018 1:28 pm
Would you class Tempest as wireframe 3D graphics due to the depth effect of the tunnel? Because the original game was most definitely using a vector graphics system in the original hardware, similar to the Vectrex (which is really part of the name).
Yeah, that's the thing I'm trying to figure out.
Visually Tempest and Kung-Fu, both are using lines for graphics, but Tempest is using realtime polygons and the other is not.

So, when we say "vector graphics" are we talking about the technology behind the game or just the visual aspect?
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Re: Feature: Vector Graphics

Post by ZXDunny » Thu Jul 12, 2018 2:55 pm

Given that the Speccy isn't capable of vector graphics, I'd say we're going for the overall look - it's simulating vector graphics. The line, if you'll pardon the pun, becomes blurred as it does for any classification.

The Kung Fu graphics are constructed with lines and not simply blitted - but does have bitmapped graphics in the background whereas Tempest does not. Unfortunately we can't use that metric either as many arcade vector graphics boxes used hand-painted backgrounds behind the game...

So any version of a vector graphics game for a non-vector display is built using crude lines over bitmapped blitted artwork.

So yeah, if the game uses lines to construct "significant" portions of the game (such as the player character or world) then it's a vector game.
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Re: Feature: Vector Graphics

Post by 4thRock » Thu Jul 12, 2018 5:40 pm

I think the term is dated and a bit incorrect today.
Vector artwork is usually used for 2D art, like logos or fonts.
But it was used back in the day, meaning a 3D engine and display of 3D models.

Anyway, it really means anything you display on screen (real-time computation) based on geometry and maths, as opposed to bitmaps or pre-rendered images.
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