Strike Commander

Chris Roberts speaks

This is excerpted from the Strike Commander manual.

" Recently, I watched the film Heart of Darkness, which chronicled the tremendous struggles that Francis Ford Coppola went through in creating Apocalypse Now. In many ways, the creation of Strike Comniander has helped me identify with his plight.

It was two and half years ago, just after the release of Wing Commander, that I started out on what I then estimated to be a one-year project. I set out to create an industry shattering flight simulator that would encompass a revolutionary new 3-D system, a system that I planned to use for Wing Commander III and hoped would form the basis of a whole new generation of ORIGIN games. This system, which we later named RealSpaceTM, became the heart of Strike Commander.

To make RealSpace truly revolutionary we decided to gamble on two major graphics techniques: Gouraud shading and texture mapping. Both of these techniques are used extensively on high-end military flight simulators costing millions of dollars. Their application gives rendered 3-D images a much more realistic and fluid appearance appearance. "





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