Paul Douglas
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cnhyv.bsky.social
Paul Douglas
@cnhyv.bsky.social
Developer. Made videogames in the 90s/00s and got a Bafta.
Then worked on 'serious' agent based games & simulations.
Bon sang, ça fait 31 ans pour moi et 29 ans pour toi.
November 7, 2025 at 11:38 AM
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...
September 25, 2025 at 1:48 PM
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.
July 17, 2025 at 6:34 PM
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.
May 21, 2025 at 8:16 PM
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.
May 21, 2025 at 8:16 PM
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.
May 21, 2025 at 8:16 PM
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.
May 17, 2025 at 8:51 AM
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.
May 15, 2025 at 10:58 AM
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.
May 11, 2025 at 7:13 PM
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.
May 11, 2025 at 7:13 PM