3 ms·
> to get a game like this With similar graphics quality it’s only moderately hard. I think I could re-implement that graphic engine in Direct3D 11 within a wee
by Const-me 8y ago
> to get a game like this
With similar graphics quality it’s only moderately hard. I think I could re-implement that graphic engine in Direct3D 11 within a week or so.
> developers were forced to deal with a lot more complexity back then.
I think modern games are way more complex. Even for graphics: visual quality improved by a huge factor.
Descent authors had to implement these fixed-point math routines, modern games don’t because already implemented in hardware, both CPU and GPU.
However, modern games do a lot more: complex shaders for stuff like skeletal animation and environment mapping, deferred shading incl. ambient occlusion, multiple render passes for stuff like transparency and volumetric lights, multiple post-effect render passes for stuff like HDR and tone mapping…
Here’s an awesome article explaining how GTA5 does that: http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/ http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphic... And that’s just graphics, other components like animations & particle systems, AI, asset streaming, physics and gameplay are not much simpler in modern games.