This document explains how the game must be told to render its "in engine" cockpits; unlike previous games, which had large image files placed over the space-scape, Wing Commander Prophecy had three-dimensional 'struts' rendered in real time to give the illusion of a moving fighter cockpit. I still wish we'd seen a Wing Commander game with a Strike Commander-style "virtual cockpit", though...
These updates are thanks to John "Captain Johnny" Guentzel, who provided several CD image archives of material used by the Wing Commander Prophecy development team!
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Date: April 23, 1997