Knowledge

2.5D

Source 📝

600:. Thus the player can be presented an overview of the game world in the ability to see it from above, more or less, and with additional details in artwork made possible by using an angle: Instead of showing a humanoid in top-down perspective, as a head and shoulders seen from above, the entire body can be drawn when using a slanted angle; turning a character around would reveal how it looks from the sides, the front and the back, while the top-down perspective will display the same head and shoulders regardless. 1672:
within the geography community because of its ability to visualize the normal thickness to area ratio used in many geographic models; this ratio was very small and reflected the thinness of the object in relation to its width, which made it the object realistic in a specific plane. These representations were axiomatic in that the entire subsurface domain was not used or the entire domain could not be reconstructed; therefore, it used only a surface and a surface is one aspect not the full 3D identity.
804:
distant objects such as clouds, stars and even mountains appear to be stationary when the viewpoint is displaced by relatively small distances. Effectively, everything in a skybox will always appear to be infinitely distant from the viewer. This consequence of skyboxes dictates that designers should be careful not to carelessly include images of discrete objects in the textures of a skybox since the viewer may be able to perceive the inconsistencies of those objects' sizes as the scene is traversed.
1040: 618: 609: 840:, but have been scaled to different sizes, creating the illusion that some are closer than others. The angles of movement are "left and right" and "into the depth" (while still capable of doing so technically, this game did not allow making a U-turn or going into reverse, therefore moving "out of the depth", as this did not make sense to the high-speed game play and tense time limit). Notice the view is comparable to that which a driver would have in 1120: 1753: 1342:. Both versions of the game displayed a constantly changing forward-scrolling road and the player's bike in a third-person perspective where objects nearer to the player are larger than those nearer to the horizon, and the aim was to steer the vehicle across the road, racing against the clock, while avoiding any on-coming motorcycles or driving off the road. That same year also saw the release of two arcade games that extended the car 32: 135: 536: 1560:, from which its name is derived. Though Zaxxon's playing field is semantically 3D, the game has many constraints which classify it as 2.5D: a fixed point of view, scene composition from sprites, and movements such as bullet shots restricted to straight lines along the axes. It was also one of the first video games to display shadows. The following year, Sega released the first pseudo-3D 1739:
particular attention to three-dimensional representations. Efforts in GVIS have attempted to expand higher dimensions and make them more visible; most efforts have focused on "tricking" vision into seeing three dimensions in a 2D plane. Much like 2.5D displays where the surface of a three-dimensional object is represented but locations within the solid are distorted or not accessible.
1156:). These spatial dimensions are relative to a constant coordinate system for object-space normal maps, or to a smoothly varying coordinate system (based on the derivatives of position with respect to texture coordinates) in the case of tangent-space normal maps. This adds much more detail to the surface of a model, especially in conjunction with advanced lighting techniques. 924: 707:. This technique was commonly used in early 1990s video games when consoles did not have the hardware power to render fully 3D objects. This is also known as a backdrop. This can be used to good effect for a significant performance boost when the geometry is sufficiently distant that it can be seamlessly replaced with a 2D 1821:
Even simple shading and size of an image could be considered pseudo-3D, as shading makes it look more realistic. If the light in a 2D game were 2D, it would only be visible on the outline, and because outlines are often dark, they would not be very clearly visible. However, any visible shading would
1540:
is one of the first racing games to use the trailing camera effect that is now so familiar . In this particular example, the effect was produced by linescroll—the practice of scrolling each line independently in order to warp an image. In this case, the warping would simulate curves and steering.
803:
As a viewer moves through a 3D scene, it is common for the skybox or skydome to remain stationary with respect to the viewer. This technique gives the skybox the illusion of being very far away since other objects in the scene appear to move, while the skybox does not. This imitates real life, where
702:
In three-dimensional scenes, the term billboarding is applied to a technique in which objects are sometimes represented by two-dimensional images applied to a single polygon which is typically kept perpendicular to the line of sight. The name refers to the fact that objects are seen as if drawn on a
568:
or side view, thereby producing a three-dimensional effect. An object is "considered to be in an inclined position resulting in foreshortening of all three axes", and the image is a "representation on a single plane (as a drawing surface) of a three-dimensional object placed at an angle to the plane
1051:
pseudo-3D technique in which a ray for every vertical slice of the screen is sent from the position of the camera. These rays shoot out until they hit an object or wall, and that part of the wall is rendered in that vertical screen slice. Due to the limited camera movement and internally 2D playing
844:
when driving a car. The position and size of any billboard is generated by a (complete 3D) perspective transformation as are the vertices of the poly-line representing the center of the street. Often the center of the street is stored as a spline and sampled in a way that on straight streets every
1671:
By 1989, 2.5D representations were surfaces drawn with depth cues and a part of graphic libraries like GINO. 2.5D was also used in terrain modeling with software packages such as ISM from Dynamic Graphics, GEOPAK from Uniras and the Intergraph DTM system. 2.5D surface techniques gained popularity
660:
typically all three axes are shown without foreshortening. All lines parallel to the axes are drawn to scale, and diagonals and curved lines are distorted. One tell-tale sign of oblique projection is that the face pointed toward the camera retains its right angles with respect to the image plane.
1837:
plane. "Assigning height to 2D regions of a topographic map" associating every 2D location with a height/elevation value creates a 2.5D projection; this is not considered a "true 3D representation", however is used like 3D visual representation to "simplify visual processing of imagery and the
1738:
The resurgence of 2.5D or visual analysis, in natural and earth science, has increased the role of computer systems in the creation of spatial information in mapping. GVIS has made real the search for unknowns, real-time interaction with spatial data, and control over map display and has paid
1143:
with the unit vector normal to that surface, and the dot product is the intensity of the light on that surface. Imagine a polygonal model of a sphere—you can only approximate the shape of the surface. By using a 3-channel bitmapped image textured across the model, more detailed normal vector
652:
is isometric projection. This projection is tilted so that all three axes create equal angles at intervals of 120 degrees. The result is that all three axes are equally foreshortened. In video games, a form of dimetric projection with a 2:1 pixel ratio is more common due to the problems of
1813:
The reason for using pseudo-3D instead of "real" 3D computer graphics is that the system that has to simulate a 3D-looking graphic is not powerful enough to handle the calculation-intensive routines of 3D computer graphics, yet is capable of using tricks of modifying 2D graphics like
845:
sampling point corresponds to one scan-line on the screen. Hills and curves lead to multiple points on one line and one has to be chosen. Or one line is without any point and has to be interpolated lineary from the adjacent lines. Very memory intensive billboards are used in
1170:) is an enhancement of the bump mapping and normal mapping techniques implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface normal) and the value of the 867:
to feature a three-dimensional playing field. However, it did not employ a conventional 3D game engine, instead emulating one using character-scaling algorithms. The player's party travels overland on a flat terrain made up of vectors, on which 2D objects are zoomed.
1443:, released in 1980, allowed players to take aim using crosshairs and shoot lasers into the screen at enemies coming towards them, creating an early 3D effect. It was followed by other arcade shooters with a first-person perspective during the early 1980s, including 1115:
image and the perturbed normal during illumination calculations. The result is an apparently bumpy surface rather than a perfectly smooth surface although the surface of the underlying object is not actually changed. Bump mapping was introduced by Blinn in 1978.
2677:
Raper, Jonathan. "The 3-dimensional geoscientific mapping and modeling system: a conceptual design." In Three dimensional applications in Geographic Information Systems, edited by Jonathan F. Raper, 11–19. Philadelphia: Taylor and Francis Inc.,
1822:
indicate the usage of pseudo-3D lighting and that the image uses pseudo-3D graphics. Changing the size of an image can cause the image to appear to be moving closer or further away, which could be considered simulating a third dimension.
1241:. The light source itself is always invisible, but its effects are seen in the lighter colors for the top and left side, simulating reflection, and the darker colours to the right and below of such objects, simulating shadow. 1584:, where the player controls a penguin in a forward-scrolling third-person perspective while having to jump over pits and obstacles. It was one of the earliest pseudo-3D games available on a computer, released for the 944:
or layers of sprites are made to move independently of each other and/or the background to create a sense of added depth. This depth cue is created by relative motion of layers. The technique grew out of the
783:
look bigger than it really is. If the level is enclosed in a cube, the sky, distant mountains, distant buildings, and other unreachable objects are rendered onto the cube's faces using a technique called
1043:
While tricks such as camera shearing (as seen on the left) are sometimes used to create an illusion of rotation, ray casting renderers cannot rotate said camera vertically like true 3D renderers (right).
711:. In games, this technique is most frequently applied to objects such as particles (smoke, sparks, rain) and low-detail vegetation. It has since become mainstream, and is found in many games such as 1354:, which displayed a constantly changing forward-scrolling S-shaped road with two obstacle race cars moving along the road that the player must avoid crashing while racing against the clock, and 1248:. The idea is that the program's canvas represents a normal 2D painting surface, but that the data structure that holds the pixel information is also able to store information with respect to a 1021:, a display system effect that included rotation and scaling, allowed for a 3D effect while moving in any direction without any actual 3D models, and was used to simulate 3D graphics on the 1818:. One of these tricks is to stretch a bitmap more and more, therefore making it larger with each step, as to give the effect of an object coming closer and closer towards the player. 1101:. To the end user, this means that textures such as stone walls will have more apparent depth and thus greater realism with less of an influence on the performance of the simulation. 467:
This is similar but different from pseudo-3D perspective (sometimes called three-quarter view when the environment is portrayed from an angled top-down perspective), which refers to
872:
features an animated day-night cycle, and the ability to wander freely about the game world, both rarities for a game of its era. This type of engine was later used in the game
1728: 1423:
was a breakthrough for pseudo-3D gaming, recreating a 3D perspective with unprecedented realism, though the gameplay was still planar. It was followed up that same year by
1298:
to aim with a crosshair and shoot at enemy aircraft that move in formations of two and increase/decrease in size depending on their distance to the player. In 1976,
1221:
used over 7.5 million separate two-dimensional images, captured in space or by telescopes, which were composited and moved using multi-plane animation techniques.
569:
of projection." Lines perpendicular to the plane become points, lines parallel to the plane have true length, and lines inclined to the plane are foreshortened.
2600: 901:, it uses polygons instead of sprite scaling for buildings and certain objects though it looks flat shaded. Later mobile games (mainly from Gameloft), such as 717:, where it is exploited to simultaneously display thousands of individual soldiers on a battlefield. Early examples include early first-person shooters like 1712:, pseudo-3D became obsolete. But even today, there are computer systems in production, such as cellphones, which are often not powerful enough to display 812:
In some games, sprites are scaled larger or smaller depending on its distance to the player, producing the illusion of motion along the Z (forward) axis.
1237:(GUIs), where a slight 3D illusion is created by the presence of a virtual light source to the left (or in some cases right) side, and above a person's 577: 1200:'s memoir, it involves the layering and animating of two-dimensional pictures in three-dimensional space. Earlier examples of this technique include 1825:
Dimensions are the variables of the data and can be mapped to specific locations in space; 2D data can be given 3D volume by adding a value to the
1932:. "GVIS Facilitating Visual Thinking." In How Maps Work: Representation, Visualization, and Design, 355–458. New York: The Guilford Press, 1995. 1988: 2022: 994: 420: 2292: 2705: 1675:
The specific term "two-and-a-half-D" was used as early as 1994 by Warren Spector in an interview in the North American premiere issue of
2053: 1364:, which presented a series of posts by the edge of the road though there was no view of the road or the player's car. Games using 3141: 2090: 1724:
are ported to these systems, giving the manufacturers the possibility to earn revenues from games that are several decades old.
2192: 3094: 3067: 1541:
To make the road appear to move towards the player, per-line color changes were used, though many console versions opted for
988: 836:, the player drives a Ferrari into depth of the game window. The palms on the left and right side of the street are the same 472: 1190:
effect commonly used in music videos and, more frequently, title sequences. Brought to wide attention by the motion picture
478:
By contrast, games, spaces or perspectives that are simulated and rendered in 3D and used in 3D level design are said to be
3110: 2714: 2604: 976: 377: 1640: 1022: 1174:
at that point. At steeper view-angles, the texture coordinates are displaced more, giving the illusion of depth due to
2834: 2036: 2564: 2438: 1660:
and is now used by virtually all major team sports titles. In 1984, Sega ported several pseudo-3D arcade games to the
2659: 2518: 2386: 1872: 1800: 1554: 889:, used this method for rendering the scenery. While the technique is similar to some of Sega's arcade games, such as 849:
to draw corn-fields and water waves which are wider than the screen even at the largest viewing distance and also in
413: 387: 115: 1782: 1244:
An advanced version of this technique can be found in some specialised graphic design software, such as Pixologic's
1882: 1466: 382: 96: 1620: 3131: 2698: 2621: 1638:
to use pseudo-3D, and also the first to use multiple camera angles mirrored on television sports broadcasts, was
898: 68: 2957: 2758: 1778: 367: 53: 3082: 3072: 2962: 2781: 1287: 1034: 690: 186: 75: 3136: 3077: 2942: 2882: 1419: 1197: 1192: 850: 406: 392: 176: 2477: 1513: 1425: 564:, the viewpoint is rotated slightly to reveal other facets of the environment than what are visible in a 530: 332: 315: 271: 1127:(left). The bump map to be applied to the sphere (middle). The sphere with the bump map applied (right). 2870: 2691: 1628: 1527: 1360: 1347: 1320: 1048: 941: 708: 666: 627: 372: 254: 166: 82: 2552: 2535: 2461: 2426: 2409: 2374: 2357: 2340: 2323: 2280: 2263: 2243: 2223: 2000: 1599: 597: 191: 1867: 1763: 1709: 1679:
magazine. At the time, the term was understood to refer specifically to first-person shooters like
1602: 1561: 1393:
that introduced a three-dimensional third-person perspective to the genre, imitated years later by
1278: 1234: 490: 1767: 1494: 1455: 906: 902: 886: 864: 589: 457: 196: 64: 42: 3089: 3039: 3004: 2982: 2977: 2296: 1684: 1557: 1507: 731: 553: 181: 2506: 2403: 2274: 2257: 2237: 1256:, etc. Again, with this data it is thus possible to simulate lighting, shadows, and so forth. 2932: 2911: 2855: 2546: 2529: 2455: 2420: 2368: 2351: 2334: 2317: 2217: 1774: 950: 737: 672: 505: 344: 337: 211: 49: 20: 881:
Some mobile games that were released on the Java ME platform, such as the mobile version of
592:. The advantage of these perspectives is that they combine the visibility and mobility of a 2815: 2801: 2745: 1857: 1847: 1704: 1484: 1476: 1283: 1217: 1144:
information can be encoded. Each channel in the bitmap corresponds to a spatial dimension (
938: 780: 774: 593: 573: 565: 482:
and 2D rendered games made to appear as 2D without approximating a 3D image are said to be
468: 286: 261: 239: 216: 471:
and similar techniques used to cause images or scenes to simulate the appearance of being
8: 2947: 2875: 2763: 2651: 2584: 2510: 1580: 1449: 826: 684: 649: 585: 581: 561: 464:
to be three-dimensional and is often simulated and rendered in a 3D digital environment.
453: 147: 2060: 516:, which depicts a person's face that is partway between a frontal view and a side view. 493:(GVIS) to help understand visual-cognitive spatial representations or 3D visualization. 3146: 3009: 2997: 2844: 2839: 2791: 1967: 1606: 1522: 1324: 1136: 1098: 928: 918: 657: 557: 244: 1955: 1897: 1716:
3D graphics, and therefore use pseudo-3D for that purpose. Many games from the 1980s'
3059: 2952: 2937: 2753: 2655: 2514: 2086: 2032: 2026: 1959: 1877: 1616: 1542: 1480: 1312: 1000: 982: 964: 946: 310: 206: 2196: 1971: 779:
Skyboxes and skydomes are methods used to easily create a background to make a game
3044: 3034: 2916: 2904: 2112: 1951: 1291: 1238: 1230: 1069: 909:, uses a mix of sprite scaling and texture mapping for some buildings and objects. 882: 755: 719: 2293:"Where Were They Then: The First Games of Nintendo, Konami, and More from 1UP.com" 1664:
console, including a smooth conversion of the third-person pseudo-3D rail shooter
1268:, the earliest known examples dating back to the mid-1970s, when they began using 89: 2865: 2730: 2722: 1996: 1929: 1902: 1862: 1732: 1695: 1649: 1390: 1365: 1209: 1086: 713: 513: 449: 322: 201: 3014: 1942:
Liu, C (February 2002). "Reassessing the 3/4 view effect in face recognition".
1680: 1269: 1108: 1065: 761: 725: 1319:
competition, that was most notable for introducing an early three-dimensional
1097:
to simulate bumps and wrinkles on the surface of an object without using more
1039: 3125: 3019: 2893: 2823: 2182:, Computer Graphics, Vol. 12 (3), pp. 286–292 SIGGRAPH-ACM (August 1978) 1611: 1571: 1532: 1329: 1304: 1205: 890: 743: 276: 3024: 2987: 2972: 2967: 2887: 2828: 2568: 2442: 2179: 2133: 1963: 1688: 1661: 1635: 1502: 1465:
in 1982 also featured a first-person perspective and introduced the use of
1430: 1394: 1124: 1090: 1061: 788:, thus creating the illusion of distant three-dimensional surroundings. A 785: 678: 648:(single-view or only two sides). The most common of these drawing types in 298: 266: 2390: 1487:
rail shooters were also released in arcades at the time, including Sega's
953:
since the 1940s. This type of graphical effect was first used in the 1982
2992: 2860: 2796: 1892: 1657: 1594: 1566: 1471: 1385: 1265: 1253: 1140: 958: 954: 894: 823: 749: 545: 327: 303: 281: 221: 1852: 1645: 1624: 1408: 1403: 1338: 1171: 1094: 445: 2588: 2158: 1461: 1413: 1316: 1309: 1201: 1187: 1119: 1112: 704: 293: 249: 2683: 1752: 617: 608: 31: 2850: 1676: 1489: 1380: 1295: 1175: 934: 859: 630:
coordinates are on the left. 3D model coordinates are on the right.
509: 441: 171: 923: 2899: 1699: 1656:. Its television sports style of display was later adopted by 3D 1429:, which used scaling vector images to create a forward scrolling 1343: 1249: 874: 841: 818: 653:
anti-aliasing and square pixels found on most computer monitors.
540: 489:
Common in video games, 2.5D projections have also been useful in
3029: 2786: 1887: 1815: 1727: 1653: 1575: 1549: 1517:, notable for its fast pseudo-3D scaling and detailed sprites. 1398: 1334: 1245: 1018: 1013: 837: 797: 793: 1229:
The term also refers to an often-used effect in the design of
134: 3049: 2735: 1537: 1444: 1355: 1273: 970: 535: 349: 1589: 1436: 1299: 813: 2193:"Tomohiro Nishikado's biography at his company's web site" 2151: 636:
There are three main divisions of axonometric projection:
1585: 1483:
to display the graphics from a first-person perspective.
1264:
The first video games that used pseudo-3D were primarily
1742: 548:
graphical elements to form a pseudo-3D game environment.
1368:
had an advantage in creating pseudo-3D effects. 1979's
16:
Simulation of the appearance of being three-dimensional
2087:"Chronology of the History of Video Games: Golden Age" 1553:, a shooter introduced by Sega in 1982, was the first 524: 1605:
platform-shooter that introduced the use of layered
1055: 2105: 56:. Unsourced material may be challenged and removed. 2616: 2614: 2580: 2578: 2557: 3123: 1983: 1981: 1181: 2611: 2575: 2540: 1139:from the shading point to the light source is 576:video games, most commonly those released for 2699: 2646:Bernard Perron & Mark J. P. Wolf (2008), 2501:Bernard Perron & Mark J. P. Wolf (2008), 2233: 2231: 1978: 1708:) per second and the usage of 3D specialized 1208:) and "A Special Tree" (directed by musician 676:. Examples of axonometric projection include 414: 1925: 1923: 1921: 1919: 1917: 2471: 2469: 2211: 1781:. Unsourced material may be challenged and 807: 572:They are popular camera perspectives among 2706: 2692: 2565:"Antarctic Adventure - Overview - allgame" 2228: 1698:that were able to handle several thousand 421: 407: 2268: 1914: 1801:Learn how and when to remove this message 456:(2D) plane with little to no access to a 116:Learn how and when to remove this message 2673: 2671: 2669: 2667: 2593: 2466: 1726: 1118: 1038: 922: 768: 596:with the character recognizability of a 534: 2253: 2251: 2021: 1631:and fill a moving landscape with them. 829:, is a good example of this technique. 664:Two examples of oblique projection are 3124: 2495: 2185: 2093:from the original on November 27, 2009 1346:subgenre into three dimensions with a 1052:field, this is often considered 2.5D. 863:was notable for being among the first 2713: 2687: 2664: 2172: 2084: 1743:Technical aspects and generalizations 1609:to give a pseudo-3D effect. In 1985, 1186:The term is also used to describe an 912: 644:(symmetrical and unsymmetrical), and 626:Anatomy of an axonometric sprite. 2D 3111:List of computer graphics algorithms 2601:"Gaming's most important evolutions" 2475: 2248: 2113:"Ray Casting (Concept) - Giant Bomb" 2051: 1779:adding citations to reliable sources 1746: 1619:" technology that allowed pseudo-3D 792:employs the same concept but uses a 519: 452:environment that is restricted to a 54:adding citations to reliable sources 25: 2772: 2015: 1941: 1641:Intellivision World Series Baseball 1627:, with the ability to scale 32,000 1530:scaling with full-colour graphics. 1469:through a special eyepiece. Sega's 1204:'s music video "Down" (directed by 13: 2622:"IGN Presents the History of SEGA" 2478:"IGN Presents the History of SEGA" 2387:"Astron Belt - Overview - allgame" 2295:. October 17, 2012. Archived from 2045: 1215:On a larger scale, the 2018 movie 1035:Raycasting in early computer games 525:Axonometric and oblique projection 14: 3158: 2439:"Tube Panic - Overview - allgame" 2180:"Simulation of Wrinkled Surfaces" 2028:2D Graphics Programming for Games 1873:Isometric graphics in video games 1526:was the first racing game to use 1511:in 1983, and Sega's 1982 release 1224: 1196:, an adaptation of film producer 1056:Bump, normal and parallax mapping 388:List of text-based computer games 1883:List of stereoscopic video games 1751: 1694:With the advent of consoles and 962:. Examples include the skies in 616: 607: 475:(3D) when in fact they are not. 383:List of stereoscopic video games 133: 30: 2640: 2523: 2476:Fahs, Travis (April 21, 2009). 2449: 2431: 2414: 2397: 2379: 2362: 2345: 2328: 2311: 2285: 2054:"The Art of Parallax Scrolling" 937:refers to when a collection of 697: 41:needs additional citations for 3142:Video games with 2.5D graphics 2126: 2078: 1935: 1838:resulting spatial cognition". 1333:, as a tie-in for the popular 1323:perspective. Later that year, 1107:is achieved by perturbing the 1028: 368:List of four-dimensional games 1: 3068:3D computer graphics software 2195:. Dreams, Inc. Archived from 1956:10.1016/S0010-0277(01)00164-0 1908: 1372:recreated the perspective of 1252:, as well material settings, 1182:Film and animation techniques 1178:effects as the view changes. 747:as well as racing games like 682:, and the role-playing games 187:Isometric video game graphics 2883:Hidden-surface determination 2648:Video game theory reader two 2603:. GamesRadar. Archived from 2503:Video game theory reader two 2457:Buck Rogers – Planet Of Zoom 2085:Stahl, Ted (July 26, 2006). 1193:The Kid Stays in the Picture 1168:virtual displacement mapping 393:Category:Video game graphics 177:Full motion video based game 7: 2052:Paul, Wyatt (August 2007). 2031:. New York, NY: CRC Press. 1841: 1702:(the most basic element of 1687:, to distinguish them from 1666:Buck Rogers: Planet of Zoom 1514:Buck Rogers: Planet of Zoom 1308:, an early black-and-white 531:Isometric computer graphics 504:trace their origins to the 333:First-person shooter engine 10: 3163: 2159:"Castenstein - bytecode77" 1570:. Another early pseudo-3D 1259: 1085:are techniques applied to 1059: 1032: 1011: 916: 905:and the mobile version of 897:and the 32-bit version of 855:to draw trees and cliffs. 772: 667:Ultima VII: The Black Gate 528: 460:in a space that otherwise 438:two-and-a-half dimensional 162:2.5D & 3/4 perspective 18: 3103: 3058: 2925: 2814: 2744: 2721: 2553:Killer List of Videogames 2536:Killer List of Videogames 2462:Killer List of Videogames 2427:Killer List of Videogames 2410:Killer List of Videogames 2375:Killer List of Videogames 2358:Killer List of Videogames 2341:Killer List of Videogames 2324:Killer List of Videogames 2281:Killer List of Videogames 2264:Killer List of Videogames 2244:Killer List of Videogames 2224:Killer List of Videogames 1710:graphics processing units 1588:in 1983. That same year, 1290:that involved piloting a 1235:graphical user interfaces 1111:of an object and using a 1007: 498:three-quarter perspective 192:Side-scrolling video game 1989:"Axonometric Projection" 1868:Head-coupled perspective 1634:The first original home 968:, the arcade version of 865:role-playing video games 808:Scaling along the Z axis 590:role-playing video games 491:geographic visualization 469:2D graphical projections 440:) perspective refers to 3095:Vector graphics editors 3090:Raster graphics editors 1574:released that year was 1327:re-branded the game as 1288:combat flight simulator 903:Asphalt 4: Elite Racing 887:Driver: L.A. Undercover 373:List of FMV-based games 197:Stereoscopic video game 3132:Video game development 2978:Checkerboard rendering 1735: 1558:axonometric projection 1475:in 1983 was the first 1128: 1044: 931: 584:, as well as in later 554:axonometric projection 549: 182:Graphic adventure game 2933:Affine transformation 2912:Surface triangulation 2856:Anisotropic filtering 2571:on November 14, 2014. 2445:on November 15, 2014. 2393:on November 14, 2014. 2003:on September 19, 2011 1730: 1691:'s "true" 3D engine. 1555:game to use isometric 1294:, using an eight-way 1122: 1093:applications such as 1042: 951:traditional animation 926: 769:Skyboxes and skydomes 759:and platformers like 538: 506:three-quarter profile 436:(basic pronunciation 345:Virtual camera system 212:Tile-based video game 21:2.5D (disambiguation) 2652:Taylor & Francis 2511:Taylor & Francis 1858:Cel-shaded animation 1848:3D computer graphics 1775:improve this section 1718:pseudo-3D arcade era 1705:3D computer graphics 1562:isometric platformer 1477:laserdisc video game 1350:perspective: Sega's 1284:first-person shooter 995:Dracula X Chronicles 822:, which runs on the 775:Skybox (video games) 566:top-down perspective 262:3D computer graphics 240:2D computer graphics 217:Top-down perspective 50:improve this article 19:For other uses, see 3137:Video game graphics 2948:Collision detection 2876:Global illumination 2585:Antarctic Adventure 2548:Antarctic Adventure 2299:on October 17, 2012 1993:merriam-webster.com 1615:introduced Sega's " 1581:Antarctic Adventure 1417:. In 1980, Atari's 1376:in greater detail. 989:Shadow of the Beast 827:arcade system board 816:'s 1986 video game 800:instead of a cube. 650:engineering drawing 598:side-scrolling game 562:parallel projection 378:List of FPS engines 148:Video game graphics 142:Part of a series on 2998:Scanline rendering 2792:Parallax scrolling 2782:Isometric graphics 2066:on October 7, 2009 1736: 1722:16-bit console era 1607:parallax scrolling 1439:'s arcade shooter 1129: 1045: 977:Sonic the Hedgehog 949:technique used in 932: 929:parallax scrolling 919:Parallax scrolling 913:Parallax scrolling 658:oblique projection 558:oblique projection 550: 514:facial recognition 502:three-quarter view 316:Real-time graphics 245:Parallax scrolling 3119: 3118: 3060:Graphics software 2953:Planar projection 2938:Back-face culling 2810: 2809: 2754:Alpha compositing 2715:Computer graphics 2607:on June 15, 2011. 1878:Limited animation 1811: 1810: 1803: 1543:palette animation 1481:full-motion video 1313:racing video game 1218:In Saturn's Rings 1123:A sphere without 1047:Ray casting is a 1001:Super Mario World 983:Street Fighter II 965:Rise of the Triad 947:multiplane camera 883:Asphalt: Urban GT 640:(equal measure), 582:handheld consoles 520:Computer graphics 473:three-dimensional 444:or movement in a 431: 430: 311:Computer graphics 207:Third-person view 167:First-person view 126: 125: 118: 100: 3154: 3045:Volume rendering 2917:Wire-frame model 2770: 2769: 2708: 2701: 2694: 2685: 2684: 2679: 2675: 2662: 2644: 2638: 2637: 2635: 2633: 2628:. April 21, 2009 2618: 2609: 2608: 2597: 2591: 2582: 2573: 2572: 2567:. Archived from 2561: 2555: 2544: 2538: 2527: 2521: 2499: 2493: 2492: 2490: 2488: 2473: 2464: 2453: 2447: 2446: 2441:. Archived from 2435: 2429: 2418: 2412: 2401: 2395: 2394: 2389:. Archived from 2383: 2377: 2366: 2360: 2349: 2343: 2332: 2326: 2315: 2309: 2308: 2306: 2304: 2289: 2283: 2272: 2266: 2255: 2246: 2235: 2226: 2215: 2209: 2208: 2206: 2204: 2199:on April 1, 2009 2189: 2183: 2178:Blinn, James F. 2176: 2170: 2169: 2167: 2165: 2155: 2149: 2148: 2146: 2144: 2130: 2124: 2123: 2121: 2119: 2109: 2103: 2102: 2100: 2098: 2082: 2076: 2075: 2073: 2071: 2065: 2059:. Archived from 2058: 2049: 2043: 2042: 2019: 2013: 2012: 2010: 2008: 1999:. Archived from 1985: 1976: 1975: 1950:(1): 31–48(18). 1939: 1933: 1930:MacEachren, Alan 1927: 1806: 1799: 1795: 1792: 1786: 1755: 1747: 1731:Fly through the 1696:computer systems 1520:In 1981, Sega's 1467:stereoscopic 3-D 1459:in 1982. Sega's 1447:'s 1981 release 1239:computer monitor 1160:Parallax mapping 1083:parallax mapping 1070:Parallax mapping 756:Super Mario Kart 720:Marathon Trilogy 620: 611: 423: 416: 409: 137: 130: 129: 121: 114: 110: 107: 101: 99: 58: 34: 26: 3162: 3161: 3157: 3156: 3155: 3153: 3152: 3151: 3122: 3121: 3120: 3115: 3099: 3054: 2921: 2866:Fluid animation 2806: 2768: 2740: 2731:Diffusion curve 2723:Vector graphics 2717: 2712: 2682: 2676: 2665: 2645: 2641: 2631: 2629: 2620: 2619: 2612: 2599: 2598: 2594: 2583: 2576: 2563: 2562: 2558: 2545: 2541: 2528: 2524: 2500: 2496: 2486: 2484: 2474: 2467: 2454: 2450: 2437: 2436: 2432: 2419: 2415: 2402: 2398: 2385: 2384: 2380: 2367: 2363: 2350: 2346: 2333: 2329: 2316: 2312: 2302: 2300: 2291: 2290: 2286: 2273: 2269: 2256: 2249: 2236: 2229: 2216: 2212: 2202: 2200: 2191: 2190: 2186: 2177: 2173: 2163: 2161: 2157: 2156: 2152: 2142: 2140: 2132: 2131: 2127: 2117: 2115: 2111: 2110: 2106: 2096: 2094: 2083: 2079: 2069: 2067: 2063: 2056: 2050: 2046: 2039: 2020: 2016: 2006: 2004: 1997:Merriam-Webster 1987: 1986: 1979: 1940: 1936: 1928: 1915: 1911: 1903:Vector graphics 1863:Flash animation 1844: 1807: 1796: 1790: 1787: 1772: 1756: 1745: 1652:, published by 1650:Eddie Dombrower 1366:vector graphics 1315:, based on the 1270:microprocessors 1262: 1227: 1210:Giorgio Moroder 1184: 1109:surface normals 1072: 1060:Main articles: 1058: 1037: 1031: 1016: 1010: 921: 915: 810: 777: 771: 714:Rome: Total War 700: 634: 633: 632: 631: 623: 622: 621: 613: 612: 580:or earlier and 560:, two forms of 533: 527: 522: 458:third dimension 454:two-dimensional 450:virtual reality 427: 398: 397: 363: 355: 354: 328:Graphics engine 323:Game art design 235: 227: 226: 202:Text-based game 157: 122: 111: 105: 102: 59: 57: 47: 35: 24: 17: 12: 11: 5: 3160: 3150: 3149: 3144: 3139: 3134: 3117: 3116: 3114: 3113: 3107: 3105: 3101: 3100: 3098: 3097: 3092: 3087: 3086: 3085: 3080: 3075: 3064: 3062: 3056: 3055: 3053: 3052: 3047: 3042: 3037: 3032: 3027: 3022: 3017: 3015:Shadow mapping 3012: 3007: 3002: 3001: 3000: 2995: 2990: 2985: 2980: 2975: 2970: 2960: 2955: 2950: 2945: 2940: 2935: 2929: 2927: 2923: 2922: 2920: 2919: 2914: 2909: 2908: 2907: 2897: 2890: 2885: 2880: 2879: 2878: 2868: 2863: 2858: 2853: 2848: 2842: 2837: 2831: 2826: 2820: 2818: 2812: 2811: 2808: 2807: 2805: 2804: 2799: 2794: 2789: 2784: 2778: 2776: 2767: 2766: 2761: 2756: 2750: 2748: 2742: 2741: 2739: 2738: 2733: 2727: 2725: 2719: 2718: 2711: 2710: 2703: 2696: 2688: 2681: 2680: 2663: 2639: 2610: 2592: 2574: 2556: 2539: 2522: 2494: 2465: 2448: 2430: 2413: 2396: 2378: 2361: 2344: 2327: 2310: 2284: 2267: 2247: 2227: 2210: 2184: 2171: 2150: 2125: 2104: 2077: 2044: 2038:978-1466501898 2037: 2014: 1977: 1934: 1912: 1910: 1907: 1906: 1905: 1900: 1895: 1890: 1885: 1880: 1875: 1870: 1865: 1860: 1855: 1850: 1843: 1840: 1809: 1808: 1759: 1757: 1750: 1744: 1741: 1681:Wolfenstein 3D 1621:sprite-scaling 1600:side-scrolling 1261: 1258: 1226: 1225:Graphic design 1223: 1183: 1180: 1164:offset mapping 1133:normal mapping 1079:normal mapping 1066:Normal mapping 1057: 1054: 1033:Main article: 1030: 1027: 1012:Main article: 1009: 1006: 927:An example of 917:Main article: 914: 911: 809: 806: 770: 767: 762:Super Mario 64 726:Wolfenstein 3D 699: 696: 625: 624: 615: 614: 606: 605: 604: 603: 602: 526: 523: 521: 518: 429: 428: 426: 425: 418: 411: 403: 400: 399: 396: 395: 390: 385: 380: 375: 370: 364: 361: 360: 357: 356: 353: 352: 347: 342: 341: 340: 335: 325: 320: 319: 318: 308: 307: 306: 301: 291: 290: 289: 284: 279: 274: 269: 259: 258: 257: 252: 247: 236: 233: 232: 229: 228: 225: 224: 219: 214: 209: 204: 199: 194: 189: 184: 179: 174: 169: 164: 158: 155: 154: 151: 150: 144: 143: 139: 138: 124: 123: 38: 36: 29: 15: 9: 6: 4: 3: 2: 3159: 3148: 3145: 3143: 3140: 3138: 3135: 3133: 3130: 3129: 3127: 3112: 3109: 3108: 3106: 3102: 3096: 3093: 3091: 3088: 3084: 3081: 3079: 3076: 3074: 3071: 3070: 3069: 3066: 3065: 3063: 3061: 3057: 3051: 3048: 3046: 3043: 3041: 3038: 3036: 3033: 3031: 3028: 3026: 3023: 3021: 3020:Shadow volume 3018: 3016: 3013: 3011: 3008: 3006: 3003: 2999: 2996: 2994: 2991: 2989: 2986: 2984: 2981: 2979: 2976: 2974: 2971: 2969: 2966: 2965: 2964: 2961: 2959: 2956: 2954: 2951: 2949: 2946: 2944: 2941: 2939: 2936: 2934: 2931: 2930: 2928: 2924: 2918: 2915: 2913: 2910: 2906: 2903: 2902: 2901: 2898: 2895: 2894:Triangle mesh 2891: 2889: 2886: 2884: 2881: 2877: 2874: 2873: 2872: 2869: 2867: 2864: 2862: 2859: 2857: 2854: 2852: 2849: 2846: 2843: 2841: 2838: 2836: 2832: 2830: 2827: 2825: 2824:3D projection 2822: 2821: 2819: 2817: 2813: 2803: 2800: 2798: 2795: 2793: 2790: 2788: 2785: 2783: 2780: 2779: 2777: 2775: 2771: 2765: 2764:Text-to-image 2762: 2760: 2757: 2755: 2752: 2751: 2749: 2747: 2743: 2737: 2734: 2732: 2729: 2728: 2726: 2724: 2720: 2716: 2709: 2704: 2702: 2697: 2695: 2690: 2689: 2686: 2674: 2672: 2670: 2668: 2661: 2660:0-415-96282-X 2657: 2653: 2649: 2643: 2627: 2623: 2617: 2615: 2606: 2602: 2596: 2590: 2586: 2581: 2579: 2570: 2566: 2560: 2554: 2550: 2549: 2543: 2537: 2533: 2532: 2526: 2520: 2519:0-415-96282-X 2516: 2512: 2508: 2504: 2498: 2483: 2479: 2472: 2470: 2463: 2459: 2458: 2452: 2444: 2440: 2434: 2428: 2424: 2423: 2417: 2411: 2407: 2406: 2400: 2392: 2388: 2382: 2376: 2372: 2371: 2365: 2359: 2355: 2354: 2348: 2342: 2338: 2337: 2331: 2325: 2321: 2320: 2319:Space Tactics 2314: 2298: 2294: 2288: 2282: 2278: 2277: 2271: 2265: 2261: 2260: 2254: 2252: 2245: 2241: 2240: 2234: 2232: 2225: 2221: 2220: 2214: 2198: 2194: 2188: 2181: 2175: 2160: 2154: 2139: 2135: 2129: 2114: 2108: 2092: 2088: 2081: 2062: 2055: 2048: 2040: 2034: 2030: 2029: 2024: 2023:Pile Jr, John 2018: 2002: 1998: 1994: 1990: 1984: 1982: 1973: 1969: 1965: 1961: 1957: 1953: 1949: 1945: 1938: 1931: 1926: 1924: 1922: 1920: 1918: 1913: 1904: 1901: 1899: 1896: 1894: 1891: 1889: 1886: 1884: 1881: 1879: 1876: 1874: 1871: 1869: 1866: 1864: 1861: 1859: 1856: 1854: 1851: 1849: 1846: 1845: 1839: 1836: 1832: 1828: 1823: 1819: 1817: 1805: 1802: 1794: 1784: 1780: 1776: 1770: 1769: 1765: 1760:This section 1758: 1754: 1749: 1748: 1740: 1734: 1733:Trenta Valley 1729: 1725: 1723: 1719: 1715: 1711: 1707: 1706: 1701: 1697: 1692: 1690: 1686: 1682: 1678: 1673: 1669: 1667: 1663: 1659: 1655: 1651: 1647: 1643: 1642: 1637: 1632: 1630: 1626: 1622: 1618: 1614: 1613: 1612:Space Harrier 1608: 1604: 1603:run & gun 1601: 1597: 1596: 1591: 1587: 1583: 1582: 1577: 1573: 1572:platform game 1569: 1568: 1563: 1559: 1556: 1552: 1551: 1546: 1544: 1539: 1535: 1534: 1533:Pole Position 1529: 1525: 1524: 1518: 1516: 1515: 1510: 1509: 1504: 1500: 1496: 1492: 1491: 1486: 1482: 1478: 1474: 1473: 1468: 1464: 1463: 1458: 1457: 1453:, and Sega's 1452: 1451: 1446: 1442: 1441:Space Tactics 1438: 1434: 1432: 1428: 1427: 1422: 1421: 1416: 1415: 1410: 1406: 1405: 1400: 1396: 1392: 1388: 1387: 1382: 1377: 1375: 1371: 1367: 1363: 1362: 1357: 1353: 1349: 1345: 1341: 1340: 1336: 1332: 1331: 1326: 1322: 1318: 1314: 1311: 1307: 1306: 1301: 1297: 1293: 1289: 1285: 1281: 1280: 1275: 1271: 1267: 1257: 1255: 1251: 1247: 1242: 1240: 1236: 1232: 1222: 1220: 1219: 1213: 1211: 1207: 1206:Rodney Ascher 1203: 1199: 1195: 1194: 1189: 1179: 1177: 1173: 1169: 1165: 1162:(also called 1161: 1157: 1155: 1151: 1147: 1142: 1138: 1134: 1126: 1121: 1117: 1114: 1110: 1106: 1102: 1100: 1096: 1092: 1088: 1084: 1080: 1076: 1071: 1067: 1063: 1053: 1050: 1041: 1036: 1026: 1024: 1020: 1015: 1005: 1003: 1002: 998:, as well as 997: 996: 991: 990: 985: 984: 979: 978: 973: 972: 967: 966: 961: 960: 956: 952: 948: 943: 940: 936: 930: 925: 920: 910: 908: 904: 900: 896: 892: 891:Thunder Blade 888: 884: 879: 877: 876: 871: 866: 862: 861: 856: 854: 853: 848: 843: 839: 835: 830: 828: 825: 821: 820: 815: 805: 801: 799: 795: 791: 787: 782: 776: 766: 764: 763: 758: 757: 752: 751: 746: 745: 744:Duke Nukem 3D 740: 739: 734: 733: 728: 727: 722: 721: 716: 715: 710: 706: 695: 693: 692: 691:Baldur's Gate 687: 686: 681: 680: 675: 674: 669: 668: 662: 659: 654: 651: 647: 643: 639: 629: 619: 610: 601: 599: 595: 594:top-down game 591: 587: 583: 579: 575: 570: 567: 563: 559: 555: 547: 543: 542: 537: 532: 517: 515: 511: 507: 503: 499: 494: 492: 487: 485: 481: 476: 474: 470: 465: 463: 459: 455: 451: 447: 443: 439: 435: 424: 419: 417: 412: 410: 405: 404: 402: 401: 394: 391: 389: 386: 384: 381: 379: 376: 374: 371: 369: 366: 365: 359: 358: 351: 348: 346: 343: 339: 336: 334: 331: 330: 329: 326: 324: 321: 317: 314: 313: 312: 309: 305: 302: 300: 297: 296: 295: 292: 288: 285: 283: 280: 278: 277:Pre-rendering 275: 273: 270: 268: 265: 264: 263: 260: 256: 253: 251: 248: 246: 243: 242: 241: 238: 237: 231: 230: 223: 220: 218: 215: 213: 210: 208: 205: 203: 200: 198: 195: 193: 190: 188: 185: 183: 180: 178: 175: 173: 170: 168: 165: 163: 160: 159: 153: 152: 149: 146: 145: 141: 140: 136: 132: 131: 128: 120: 117: 109: 98: 95: 91: 88: 84: 81: 77: 74: 70: 67: –  66: 62: 61:Find sources: 55: 51: 45: 44: 39:This article 37: 33: 28: 27: 22: 3025:Shear matrix 2988:Path tracing 2973:Cone tracing 2968:Beam tracing 2888:Polygon mesh 2829:3D rendering 2773: 2647: 2642: 2630:. Retrieved 2625: 2605:the original 2595: 2569:the original 2559: 2547: 2542: 2530: 2525: 2502: 2497: 2485:. Retrieved 2481: 2456: 2451: 2443:the original 2433: 2421: 2416: 2404: 2399: 2391:the original 2381: 2369: 2364: 2352: 2347: 2336:Space Seeker 2335: 2330: 2318: 2313: 2301:. Retrieved 2297:the original 2287: 2275: 2270: 2258: 2238: 2218: 2213: 2201:. Retrieved 2197:the original 2187: 2174: 2162:. Retrieved 2153: 2141:. Retrieved 2137: 2134:"Raycasting" 2128: 2116:. Retrieved 2107: 2097:November 21, 2095:. Retrieved 2080: 2068:. Retrieved 2061:the original 2047: 2027: 2025:(May 2013). 2017: 2005:. Retrieved 2001:the original 1992: 1947: 1943: 1937: 1898:Trompe-l'œil 1834: 1830: 1826: 1824: 1820: 1812: 1797: 1788: 1773:Please help 1761: 1737: 1721: 1717: 1713: 1703: 1693: 1689:System Shock 1674: 1670: 1665: 1662:Sega SG-1000 1658:sports games 1639: 1636:console game 1633: 1617:Super Scaler 1610: 1593: 1579: 1565: 1548: 1547: 1531: 1521: 1519: 1512: 1506: 1498: 1488: 1485:Third-person 1470: 1460: 1454: 1450:Space Seeker 1448: 1440: 1435: 1431:rail shooter 1424: 1418: 1412: 1402: 1391:shoot 'em up 1384: 1378: 1374:Night Driver 1373: 1369: 1361:Night Driver 1359: 1351: 1348:first-person 1337: 1328: 1325:Sega-Gremlin 1321:third-person 1303: 1277: 1266:arcade games 1263: 1243: 1228: 1216: 1214: 1198:Robert Evans 1191: 1185: 1167: 1163: 1159: 1158: 1153: 1149: 1145: 1132: 1130: 1125:bump mapping 1105:Bump mapping 1104: 1103: 1091:3D rendering 1082: 1078: 1075:Bump mapping 1074: 1073: 1062:Bump mapping 1049:first person 1046: 1017: 999: 993: 987: 981: 975: 969: 963: 957: 933: 880: 873: 869: 858: 857: 851: 846: 833: 831: 817: 811: 802: 789: 786:cube mapping 778: 760: 754: 748: 742: 736: 730: 724: 718: 712: 701: 698:Billboarding 689: 683: 679:SimCity 2000 677: 671: 665: 663: 655: 645: 641: 637: 635: 571: 551: 539: 501: 497: 495: 488: 483: 479: 477: 466: 461: 437: 433: 432: 299:Digitization 267:3D rendering 161: 127: 112: 103: 93: 86: 79: 72: 60: 48:Please help 43:verification 40: 3040:Translation 2993:Ray casting 2983:Ray tracing 2861:Cel shading 2835:Image-based 2816:3D graphics 2797:Ray casting 2746:2D graphics 2531:Congo Bongo 2219:Interceptor 1893:Ray casting 1625:frame rates 1595:Moon Patrol 1567:Congo Bongo 1472:Astron Belt 1386:Radar Scope 1370:Speed Freak 1292:jet fighter 1282:, an early 1279:Interceptor 1272:. In 1975, 1254:specularity 1135:, the unit 1095:video games 1029:Ray casting 959:Moon Patrol 955:arcade game 935:Parallaxing 895:Cool Riders 824:Sega OutRun 750:Carmageddon 546:axonometric 510:portraiture 338:Tile engine 304:Rotoscoping 282:Cel shading 222:Vector game 3126:Categories 3104:Algorithms 2958:Reflection 2650:, p. 157, 2239:Moto-Cross 2164:August 31, 2118:August 31, 1909:References 1853:Bas-relief 1791:March 2023 1646:Don Daglow 1644:(1983) by 1508:Tube Panic 1503:Nichibutsu 1420:Battlezone 1409:Activision 1404:Juno First 1339:Happy Days 1305:Moto-Cross 1172:height map 907:Iron Man 2 852:Test Drive 798:hemisphere 773:See also: 529:See also: 496:The terms 446:video game 76:newspapers 3147:Dimension 3083:rendering 3073:animation 2963:Rendering 2632:March 19, 2589:MobyGames 2487:March 19, 2370:SubRoc-3D 2353:Star Trek 2303:March 19, 2276:Road Race 2203:March 27, 2143:March 19, 2138:lodev.org 2007:March 19, 1944:Cognition 1762:does not 1545:instead. 1501:in 1983, 1493:in 1982, 1462:SubRoc-3D 1456:Star Trek 1426:Red Baron 1414:Beamrider 1379:In 1979, 1352:Road Race 1317:motocross 1310:motorbike 1302:released 1276:released 1202:Liz Phair 1188:animation 1113:grayscale 899:Road Rash 705:billboard 646:trimetric 638:isometric 544:tiles 2D 294:Animation 250:Pixel art 106:June 2023 3078:modeling 3005:Rotation 2943:Clipping 2926:Concepts 2905:Deferred 2871:Lighting 2851:Aliasing 2845:Unbiased 2840:Spectral 2405:Tac/Scan 2091:Archived 1972:23998061 1964:11814485 1842:See also 1700:polygons 1677:PC Gamer 1623:at high 1490:Tac/Scan 1479:, using 1397:such as 1395:shooters 1383:debuted 1381:Nintendo 1296:joystick 1176:parallax 1099:polygons 1087:textures 870:Drakkhen 860:Drakkhen 673:Paperboy 642:dimetric 586:strategy 480:true 3D, 442:gameplay 172:Fixed 3D 3010:Scaling 2900:Shading 2626:ign.com 2551:at the 2534:at the 2482:ign.com 2460:at the 2425:at the 2408:at the 2373:at the 2356:at the 2339:at the 2322:at the 2279:at the 2262:at the 2242:at the 2222:at the 2070:July 6, 1816:bitmaps 1783:removed 1768:sources 1629:sprites 1344:driving 1260:History 1250:z-index 942:sprites 875:Eternam 847:Out Run 842:reality 834:Out Run 819:Out Run 790:skydome 541:Lincity 484:true 2D 462:appears 272:Polygon 90:scholar 3030:Shader 2802:Skybox 2787:Mode 7 2759:Layers 2658:  2517:  2507:p. 158 2422:Ambush 2035:  1970:  1962:  1888:Live2D 1654:Mattel 1598:was a 1576:Konami 1550:Zaxxon 1528:sprite 1499:Ambush 1495:Nippon 1399:Konami 1335:sitcom 1246:ZBrush 1141:dotted 1137:vector 1068:, and 1019:Mode 7 1014:Mode 7 1008:Mode 7 838:bitmap 794:sphere 709:sprite 685:Diablo 628:sprite 578:16-bit 287:Skybox 255:Sprite 234:Topics 92:  85:  78:  71:  65:"2.5D" 63:  3050:Voxel 3035:Texel 2736:Pixel 2064:(PDF) 2057:(PDF) 1968:S2CID 1833:, or 1538:Namco 1523:Turbo 1445:Taito 1356:Atari 1274:Taito 1231:icons 971:Rygar 781:level 738:Hexen 362:Lists 350:Voxel 156:Types 97:JSTOR 83:books 2774:2.5D 2656:ISBN 2634:2018 2515:ISBN 2489:2018 2305:2018 2259:Fonz 2205:2011 2166:2021 2145:2018 2120:2021 2099:2009 2072:2009 2033:ISBN 2009:2018 1960:PMID 1766:any 1764:cite 1720:and 1714:true 1685:Doom 1683:and 1648:and 1590:Irem 1437:Sega 1407:and 1389:, a 1330:Fonz 1300:Sega 1286:and 1233:and 1152:and 1081:and 1023:SNES 992:and 893:and 885:and 814:Sega 753:and 741:and 732:Doom 688:and 670:and 588:and 556:and 512:and 500:and 434:2.5D 69:news 2678:19. 2587:at 1952:doi 1777:by 1592:'s 1586:MSX 1578:'s 1536:by 1505:'s 1497:'s 1411:'s 1401:'s 1358:'s 1212:). 1166:or 1131:In 1089:in 832:In 796:or 656:In 552:In 508:in 448:or 52:by 3128:: 2666:^ 2654:, 2624:. 2613:^ 2577:^ 2513:, 2509:, 2505:, 2480:. 2468:^ 2250:^ 2230:^ 2136:. 2089:. 1995:. 1991:. 1980:^ 1966:. 1958:. 1948:83 1946:. 1916:^ 1829:, 1668:. 1564:, 1433:. 1148:, 1077:, 1064:, 1025:. 1004:. 986:, 980:, 974:, 939:2D 878:. 765:. 735:, 729:, 723:, 694:. 574:2D 486:. 2896:) 2892:( 2847:) 2833:( 2707:e 2700:t 2693:v 2636:. 2491:. 2307:. 2207:. 2168:. 2147:. 2122:. 2101:. 2074:. 2041:. 2011:. 1974:. 1954:: 1835:z 1831:y 1827:x 1804:) 1798:( 1793:) 1789:( 1785:. 1771:. 1154:z 1150:y 1146:x 422:e 415:t 408:v 119:) 113:( 108:) 104:( 94:· 87:· 80:· 73:· 46:. 23:.

Index

2.5D (disambiguation)

verification
improve this article
adding citations to reliable sources
"2.5D"
news
newspapers
books
scholar
JSTOR
Learn how and when to remove this message

Video game graphics
2.5D & 3/4 perspective
First-person view
Fixed 3D
Full motion video based game
Graphic adventure game
Isometric video game graphics
Side-scrolling video game
Stereoscopic video game
Text-based game
Third-person view
Tile-based video game
Top-down perspective
Vector game
2D computer graphics
Parallax scrolling
Pixel art

Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.