“Ultima VII: Revisted”: Memory Optimizations & Sprite Testing
Anthony Salter has been working steadily on his 3D remake of the Ultima 7 engine over the last little while, and his most recent modifications to it have been focused on memory optimization and the implementation of 8-way 3D sprites.
Summary of last night's stream:
— Anthony Salter (@ViridianGames) June 30, 2025
* To reduce the memory footprint I completely changed how cuboids are draw in the engine. The good news is that they look more coherent and take up much less RAM. The bad news is that the format changed and there are some drawing issues that…
8-way sprites, if you weren’t familiar with the concept, are 3D-rendered object sprites that have eight distinct viewing angles for each animation frame. The good Mr. Salter gives a keen example in these two X posts:
Here's the sprite sheet I'm using; it's from my previous game Planitia: pic.twitter.com/4GeshcI2nv
— Anthony Salter (@ViridianGames) July 5, 2025
Ultima VII Revisited 8-way sprite test: pic.twitter.com/fg6eafxBdX
— Anthony Salter (@ViridianGames) July 5, 2025
And when applied to Ultima 7-derived sprites, the results are pretty aesthetically pleasing (clipping notwithstanding):
Dinnertime! pic.twitter.com/5hUmvK9GMk
— Anthony Salter (@ViridianGames) July 8, 2025
As always, you can follow Anthony on X for up-to-the-moment updates about Ultima VII: Revisited, and you can find downloads of the engine in its current state at the project’s website.











































