4 ms·
There must have been some cleverness in representing this data in a compact way, esp as it would have competed with the 150 kB/sec CD-ROM bandwidth streaming ot
by fulafel 2y ago
There must have been some cleverness in representing this data in a compact way, esp as it would have competed with the 150 kB/sec CD-ROM bandwidth streaming other asset data?
- Nition 2y agoWeirdly the excellent devblog that I got all this info from[1] mentions crazy compression algorithms for the vertex animation and for the level files, but not specifically for the occlusion data. [1] https://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/ https://all-things-andy-gavin.com/2011/02/02/making-crash-ba... Especially part 3.
- rasz 2y agoI think occlusion was just per vertex.
- Nition 2y agoJason Rubin says this on the blog: > Our occlusion worked on a texture level. That is, if we had a giant polygon with a fern texture on it (think many leaves but lots of empty space) the occlusion could actually get rid of polygons behind the leaf part of the texture but leave the polygons seen through the alpha channel holes. No other game had that kind of detail in occlusion, and it paid off immensely. Given how small ground polygons could be in the distance, a little fern action went a long way.
- 7bit 2y agoThere's a video series on YouTube where game devs talk about the challenges they faced while driving the game. Crash Bandicoot is covered in one episode, and there is another fantastic episode about Dead Space with the tentacle scene. Much recommended view.
- cordenr 2y agoThere's quite a few videos.... Can you link to the specific one your thinking of? Cheers.
- RandomRandy 2y agoI'd guess that they are referring to this video by Ars Technica https://youtu.be/izxXGuVL21o https://youtu.be/izxXGuVL21o