This is a 'work in progress' experiment to handle 3D perspective projection using lookup tables rather than calculations. "jenny.c" is the generator, and "percy.c" does the in-game perspective projection. This code currently runs on Linux, I have not yet tested it on the Vectrex. "c2s.c" converts from cartesian coordinates to spherical coordinates and back again, and the Vectrex implementation will use fast 8-bit lookup tables for the sin & cos functions. These tables are expected to use no more than 128 bytes. Using spherical coordinates allows us to rotate 3D models around two axes very cheaply - the cost is a single 8-bit addition per axis. Both the perspective code and the spherical coordinate code cause some inaccuracies in the eventual model -> screen pipeline, but so far the maximum inaccuracy is bounded (10 Vectrex coordinate points with the mode being 4 and the majority of errors being 6 points or fewer) which should be acceptable for games with fast-moving 3D objects. Experiments to test this are coming soon, and hopefully accompanied by code with tighter constraints on the errors. I thought I'd put what I've done so far online for the programmers in the Vectrex forums to have a look at and maybe offer some suggestions as to the way to go about things - whether what I've done so far makes sense and what I should do next.