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Portals and Quake
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Coarse base visibility
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This is the second installment in the “Demystifying the PVS” series.
Fine visibility via clipping
9 Jan 2025 |
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This is the third installment in the “Demystifying the PVS” series.
A simple way to scale pixel art games
26 Nov 2024 |
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A little horizontal blur doesn’t hurt.
How to present MS-DOS screenshots
14 Nov 2024 |
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MS-DOS games that ran at 320x200 screen resolution didn’t have square pixels. This means the image was vertically stretched by the cathode-ray tube to fit the 4:3 aspect ratio of the actual display screen. As a consequence, screenshots taken of such games must be scaled vertically to look right on modern displays with square pixels.