Values of projection matrices

Hi,

Bear with me if this question should not be posted here, I’ll adjust accordingly if needed.

I’m trying to replicate the feeling of old DOS/Arcade 3d games. If you look at some examples, you’ll notice that the perspective distortion is entirely different than with Unity’s perspective projection cameras.

Some examples, if you google images: Out Run, Space Harrier, etc.

I’ve come to understand that I could achieve this by modifying the camera projection matrix. I’ve found the values used for the perspective and orthographic projection matrices (OpenGL Projection Matrix).

Now my question: where can I find the values used for these old DOS/Arcade games? I don’t know where to start… And the methods for projecting to screen where probably a lot different than with OpenGL.

Any info/doc/answers would be appreciated.

Thanks,

Welp, ok… I see what I just did here. Asked a question and opened up the whole 3d rendering world.

Good thing though, I found what I was looking for (partly). A paper about Ray Tracing and the camera matrix, by Sean Borman:

http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.69.7040&rep=rep1&type=pdf