From bd0d4c6920a7d90401ac10a10804ec31b35f6e3a Mon Sep 17 00:00:00 2001 From: Sebastian Macke Date: Sun, 24 Sep 2017 19:47:05 +0200 Subject: [PATCH] Update README.md --- README.md | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 41a7689..492d4f1 100644 --- a/README.md +++ b/README.md @@ -7,10 +7,14 @@ Landscape rendering in less than 20 lines of code Let us go back to the year 1992. Processing power were 1000 times slower and acceleration via a GPU were unknown or unaffordable. 3D games graphics used very simple rendering algorithms and showed mostly polyons with a simple color. + ![Game Gunship 2000 in 1991](images/gunship2000-1991.gif) +*Game Gunship 2000 published by MicroProse in 1991* + +It was during that year NovaLogic published the game Comanche. -It was during that year Novalogic published the game Comanche. ![Game Comanche in 1992](images/comanche-1992.gif) +*Game Comanche published by NovaLogic in 1992* The graphics were awesome and in my opinion 3-5 years ahead of its time. You see a lot more details, shading and even shadows. Of course the processing power didn't change.