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Question by Metalhawk93 · Jan 18, 2017 at 11:44 PM · objectmathbackgroundscriptingproblem

How can I create and apply SuperNES-esque affine Transformations into my project?

I've recently begun work for a Racing game, with retro aspects from SNES titles like F-Zero and Super Mario Kart; both of which use the platforms' Mode 7. Now what I'm wanting to achieve is an effect that mimics the pseudo realism those games to create a desired appearance. The basic premise of how Mode 7 works is that Planar texture maps using Mode 7 graphics are generated by transforming screen coordinates to background coordinates using a 2D affine transformation, which can any combination of translation, scaling, reflection, rotation, and shearing. Sadly, I was never able to take any geometry class back in high school, and even then any knowledge I do have is limited at best. Now I have skimmed over some topic on how to implement Mode 7 using affine transformations into GBA emulator from what I've seen, and I highly recommend you check it out before you post me your answers or any advice.

Tonc: Mode 7

Of course it's not just the math that's my problem, it's translating that data into code that worries me. I'll admit, I'm a bit of a newbie when it comes to Unity3d or making games in general. I've taken tutorials like the roll a ball lesson, and the Space shooter thing of course. The one thing I struggle with is the code. on top of that, I use notepad++, which will saves a lot of space on my computer, isn't well versed with the unity keywords. Now I know there was a way to add hints for function parameters and enable highlights for unity keywords into notepad++ using versions that came prior to patch 4.3, but if you know or learn of way to just that for version 5.5 and so forth, than please let me know.

In conclusion, Do you think my question is valid in anyway? are there other ways of making my Racer look good? what sort of code should I use for my objects, backgrounds, and so forth? Please let me know as soon as possible.

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