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How did Spyro end up getting past this limitation to have a free roaming camera with a good poly count?
by jimmaswell 10y ago
How did Spyro end up getting past this limitation to have a free roaming camera with a good poly count?
- dmbaggett 10y agoThe Hastings brothers (who were actually down the hall from us when we were writing Crash) are really awesome coders. Even so, however, I don't think Spyro for PS1 actually had anywhere near Crash's effective polygon count. Crash himself was over 750 polygons, which was not bad for an entire frame of a PS 1 game.
- icebraining 10y agoAccording to this great series on the making of Crash Bandicoot¹, Spyro used walls to reduce the number of polygons visible concurrently. ¹ http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/ http://all-things-andy-gavin.com/2011/02/02/making-crash-ban...
- rangibaby 10y agoQuake 1 did that too