Burning Bridges
Enviado de meu SM-G3502T usando Tapatalk
King's Quest III was not rendering the whole scene to implement reflection - it was rendering the very few movable units and drawing that on top of a static, precreated, and almost certainly hand-drawn, "default background reflection". You can do essentially the same thing for any 3D game with a stationary camera as long as most objects (walls, stairs, pictures, tables, etc.) are mostly stationary from one frame to the next -- just render the static reflection once, and then every frame render and superimpose (2D/post-rasterization/cheap operation) only the moving objects that fall within the "mirror's field of view" on top of that static pre-rendered reflection (with the possible added complication of needing a Z buffer or using multiple non-overlapping 2D pre-rendered layers if the static stuff isn't strictly behind {from the mirror's perspective} the moving stuff, and with the down-side that that may not compute all of your lighting correctly - though you could probably fake that too to some extent - lighting is all fakery anyways so computing it "correctly" is never really an option).
Or you can just be a lazy-ass programmer and render the whole scene.
The key here is that the angle you view the mirror from is always the same. That's not the case in a 3d or 2.5d game.
Angle or not, isn't this relatively straightforward to implement by a camera? The content of the mirror is the camera, camera position is = center mirror position and camera angle is always -1 * Angle PlayerMirror ?
Of course this needs to get optimized so that the camera gets only calculated when the mirror is in the FOV of the player, renders at lower quality, etc