Then worked on 'serious' agent based games & simulations.
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...
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...
Retail consoles with the first GPU are rare, anything much after Western launch is revised version.
Retail consoles with the first GPU are rare, anything much after Western launch is revised version.
Changes were also made to speed up transparency and frame buffer effects.
Changes were also made to speed up transparency and frame buffer effects.
Exactly when this happened in development process I dont know.
Exactly when this happened in development process I dont know.
AIUI the extra VDP came later. We had final hardware docs in summer 94. Before that I dont know timelines.
AIUI the extra VDP came later. We had final hardware docs in summer 94. Before that I dont know timelines.
This formed a starting basis for the game mechanics design and prototype of Tomb Raider, which I worked on next.
This formed a starting basis for the game mechanics design and prototype of Tomb Raider, which I worked on next.
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.
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.