Paul Douglas
@cnhyv.bsky.social
220 followers 43 following 48 posts
Developer. Made videogames in the 90s/00s and got a Bafta. Then worked on 'serious' agent based games & simulations.
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cnhyv.bsky.social
The braid joints were animated via a rudimentary physics engine, rather than hand animated like rest of Lara.
The physics engine used spheres and boxes to represent solid objects like her backpack and neck to collide the braid against. Ergo, independent of polygon count.

It just needed tuning...
cnhyv.bsky.social
Lara's braid was replaced for a presentation at E3 as it would clip right through her back and neck which looked rather grotesque.
Then we had a huge list of higher priority tasks to crunch through before launch so it stayed as the temporary bun.

Nothing to do with polygon count as stated here⬇️🤦
tombraider.com
Happy National Video Games Day! 🎮

Did you know that Lara Croft did not have her iconic braid in the original Tomb Raider released in 1996? It was removed because it used too many of the polygons that could be displayed at one time. Instead, Lara's hair was tucked into a bun.

#TombRaider
Image of Lara Croft in Tomb Raider I.
cnhyv.bsky.social
GenAI used in this way:

Not cool.
Not classy.
infinitytombraider.bsky.social
🗣️Françoise Cadol, French voice of Lara Croft, was NOT asked to record any new voicelines & did NOT give her consent for any subsequent use of her voice, especially with AI.
She only recently found out about the remasters.
Thanks to OFP members @hedteur.bsky.social & @ssiguss.bsky.social!
#TombRaider
cnhyv.bsky.social
A lot of us from that era honed our crafts on the Amiga computer, before multimedia/game degrees became de rigueur. Eg. Toby Gard's animation portfolio created on the Amiga was featured in one of the computer art magazines a year or two before he joined Core Design too.

#Amiga
Picture of Toby Gard with text describing his animation work on an Amiga. Rearview picture of a woman with red hair brandishing a bloodied sword. 

Caption reads 'The girl looks quite out of place when compared to the others,' reasons Gard. 'She was drawn during my 'Disney' phase'
cnhyv.bsky.social
The Amiga computer is 40 years old.
It was more affordable than PCs and Macs, allowing those of us who had limited means to be creative. I loved that machine, spent so many hours programming on it, building 3d objects for my demos and games, making sounds with a 8bit sampler and so forth.

#Amiga
'Lohnar' open world 3d game demo on Amiga 500 by Paul Douglas. Early 1990s.
Definition file for a 3d object that kind of looks like a dalek. Really a tapered hexagonal prism with a sphere on top... 
13 vertices, 7 polygons, 1 sphere, 1 partitioning plane (for sorting). 
By Paul Douglas, early 1990s.
cnhyv.bsky.social
All of videogaming history fits into 4 Duke Nukem Forever dev cycles.
wildweasel486.bsky.social
by my estimate: today is the day. it has now been one Duke Nukem Forever dev cycle since the release of Duke Nukem Forever.
wildweasel486.bsky.social
In 148 days (July 22nd, 2025), Duke Nukem Forever will have been released for exactly as long as it took to release since its announcement.

Mark your calendars.
Reposted by Paul Douglas
bitmapbooks.com
Happy 40th Birthday to the Amiga 🎂

Grab a copy of our book - Commodore Amiga: a visual compendium: www.bitmapbooks.com/collections/...

#bitmapbooks #books #retrogaming #gaming #birthday #ocs @rachelsham.bsky.social
cnhyv.bsky.social
My experience was the classism was pernicious. Quite a few working class in the trenches but rarely in positions above that; "Congratulations, here's a job on the production line but don't get ideas above your station" It's been similar outside gaming, just with less exploitation and abuse.
Reposted by Paul Douglas
mossrc.bsky.social
The feature-length first episode of @terrorbytesdoc.bsky.social is now free to watch on YouTube. Dozens of interviews digging into the history and evolution of horror in games, written and directed by me. And if you like it, you can buy the whole series from terrorbytesdoc.com. youtu.be/TA2aZVn9FvE
TerrorBytes Ep. 1 – Enter the Survival Horror | Full Documentary Episode (FREE)
YouTube video by CREATORVC LIVE
youtu.be
cnhyv.bsky.social
From when Sega had arcades.
Pretty sure I got this card from the one in Irvine, CA. 1990s. More standard arcade than the theme park like attraction that SegaWorld at the Troc was.
#Sega
Magnetic stripe card with 'SEGA City' logo and 'GAME CARD' text.
cnhyv.bsky.social
In 1994 a group of us would go play Virtua Fighter in the arcade on Derby's Cornmarket during our lunchtimes.
The fluidity of the characters' motion was mightily impressive at the time and hugely influential.
cnhyv.bsky.social
My PC ISA devkit had the first GPU as did the blue debug stations, so we were used to the extra jankiness during development. The later green debug stations had the revised GPU as did Yarozes.
Retail consoles with the first GPU are rare, anything much after Western launch is revised version.
cnhyv.bsky.social
Technically the original GPU truncates the values from the gouraud shader DDA to 5 bits before modulating texel colours, whereas the revised version uses 8 bits resulting in visibly less quantisation noise.
Changes were also made to speed up transparency and frame buffer effects.
cnhyv.bsky.social
Lara's arm had a tiny 1x1 (!) texture map so it clearly illustrates the banding but so does her backpack and torso. It's also very apparent in Tomb Raider's first level entrance with the snow that has the wolves footprints. Many other games demonstrate it too.
Visible banding in the entranceway of the first level of Tomb Raider on PlayStation with the first version of the GPU. Smoother shading of the snow and wolve footprints in the first level of Tomb Raider on PlayStation with the revised version of the GPU.
cnhyv.bsky.social
Did you know the original PlayStation had a revision to its GPU and VRAM early in its life?
The Initial version had noticeable colour banding on shaded texture maps and slower effects like transparency. Consoles released after tailend of 1995 fixed this.
Noticeable colour banding on Tomb Raider running on a PlayStation with the original GPU.
(Screenshot author unknown) Smoother gouraud shaded texture maps on Tomb Raider running on PlayStation with revised GPU and SGRAM.
cnhyv.bsky.social
My understanding is the extensive playfield compositing features of VDP2 were added later to augment VDP1 which renders sprites/quads to framebuffer. This was due to VDP1 having lower throughput than the (also in development) PS1 GPU.
Exactly when this happened in development process I dont know.
cnhyv.bsky.social
Just improper use of step-down transformers. We only had a few transformers so they would often be swapped around the building and hence voltage outputs not switched correctly.

AIUI the extra VDP came later. We had final hardware docs in summer 94. Before that I dont know timelines.
cnhyv.bsky.social
We used the same Saturn devkits at Core. One per team. Testers had the hardware address checker.
Earlier kits were the Sofia boxes from Japan. We had a protoype the size of a beer fridge with only one SH2. Alas, someone fried the mainboard by introducing it to 240V. It probably ended up in a skip.
borman.bsky.social
Some of the Sega Ssturn equipment used for the never-released version of Descent from the Volition donation to The Strong.
cnhyv.bsky.social
The player can toggle the underlying grid (spaced in yards because, well, it's golf) with 'G' key on PC which aids visualising the contours of the course and depth perception.

This formed a starting basis for the game mechanics design and prototype of Tomb Raider, which I worked on next.
Screenshot of 'The Scottish Open: Virtual Golf'. 
Shows player 'paul' in the bunker 38 yards from the flag.
Grid lines are enabled - there to aid the player with reading/parsing the course terrain and depth perception.
cnhyv.bsky.social
The PC version fitted entirely in a few megabytes and came on 2 floppy disks. A CD-ROM version was also released.
Like most Core games of that era it could have done with plenty more time & polish but 'bish bash bosh' was the order of the day.
cnhyv.bsky.social
A Sega 32X version was planned for but Core only had the one devkit which was used to port BC Racers. By then 32X had flopped so was abandoned. Later ported to Saturn and PlayStation (as 'Tournament Leader' in Japan). With addition of female avatars, that were missing on PC due to space and time.
Screenshot of 'Virtual Golf' on PlayStation. Featuring female avatars and better texturing and detail than the PC version.
cnhyv.bsky.social
'The Scottish Open: Virtual Golf' by Core Design was released ~30 years ago.

Jon Hilliard and Jason Gee made the game in about 6 months. I helped out with the 3D terrain, LOD, camera etc. Had to run on a low spec 486sx PC.
It was the only entry in the short lived "Core Sports" range.
👇
Box cover for 'The Scottish Open: Virtual Golf' on PC. Released in 1995. Screenshot of 'The Scottish Open: Virtual Golf' on PC.
Shows player 'paul' teeing off on par 4 hole.
cnhyv.bsky.social
I doubt Jason has that stuff.
Best to decompile the Saturn binaries. All the game code is same so it's only the Saturn specific stuff that needs reverse engineering. Timur can probably do that in his sleep 😉