Captain Blood is a beautiful game that has always fascinated me; not only because the story and the gameplay, but also technically.
For example, how did they do the 3D planet render on real time?
https://youtu.be/od3jvPPugGc?t=464
Does anybody have any clues on how did they pull it out?
it's offset mapping, very few CPU time with a small texture
like this
you precompute displacement according to angle then you pick in the texture with an offset (and the planet turn around)