While planning a clone in Unity, I’m trying to figure out how exactly the landscape texturing might have been done for Powermonger on the Amiga. I’m assuming the terrain was a heightmap of some kind, but as for the texturing I’m not sure since it doesn’t look to me like there’s any obvious tiling pattern. I have no real experience in this area but I’m wondering how else a game from 1990 could realistically do this.
Here’s a gameplay video:
As you can probably see, there doesn’t seem to be an obvious texture repetition. Could it be that the low resolution just hides repeating tiles because the 3D perspective and rotation etc. distorts the final on-screen result enough? I’m still not convinced of that but maybe it’s that simple.
Could it be using some other more “dynamic” way of coloring the terrain in? Maybe as well as a heightmap, a bitmap designating certain terrain types in certain regions and then it’s somehow procedurally textured semi-randomly? Another thing is that the terrain is clearly animated at times. At 8:22 in the video you can clearly see a grey-ish terrain with lighter grey pixels popping in for some reason.
It’s even more obvious in the PC version (which also is a lot clearer, smoother, and IMO looks more like standard tiles than the Amiga version):
So does this look like a simple system of tiles, or something else? I would be willing to assume it was tiles on the PC, but the Amiga one looks suspect to me. Again, it might just look non-tiled because the resolution is so low… but it bothers me that I can’t say for sure what’s going on. Were there likely many other practical ways of texturing such a landscape back then, or is it probably just a tile grid?
Another issue is how terrain texture is applied; if we look at 8:22 again in the first video, we see a small polygonal pool of water surrounded by a similarly shaped grass patch. Does it look like these regions are exactly covering vertices? I would have thought they looked more high resolution than the landscape heightmap appears to allow, but perhaps I’m wrong and the map has more vertices than it looks like, and the water is applied exactly to certain vertices.
In which case, how does the water work? The water pattern definitely never rotates with the landscape and appears as an animated texture that is otherwise static. I suppose it’s some sort of background texture that is only visible when the landscape is marked as water, which acts as a sort of transparency or mask on the terrain allowing the water to show through?
I assume that back in 1990, they must have used some sort of specific hardware functions of the Amiga to do that, but I guess it would be accurate to say that in the modern day the closest equivalent if you wanted to recreate this would be some sort of shader effect? Probably by displaying some special sort of texture at those pixels via a fragment shader? Does that seem about right?
Also in general I wouldn’t mind knowing more about the kind of techniques they used in 3D (and pseudo 3D) games back then. I wonder are there any good sources for that kind of information? Any links to stuff like that would be welcome too…

