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Crash Bandicoot Dev on rendering techniques

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As seen on Hacker News: dmbaggett   1 hour ago Maybe Andy forgot to mention it; it's been a while since I've read the whole series. The code was C and lisp so it didn't really require any effort to port other than replacing the rendering pipeline. And we used the SGIs to pre-render every frame anyway, to precompute the polygon sort order. (The PS1 had no Z-buffer, so you were stuck sorting polygons at run-time if you didn't do something clever.) So we already had the rendering pipeline ported. Obviously you couldn't save your game to the memory card, etc. -- some stuff didn't work. But the game was playable (albeit very frustrating with keyboard controls). reply marktangotango   49 minutes ago That blows my mind, I always assumed it did have a z buffer. So what did you guys do to remedy 'z fighting' triangles? My interest is; I wrote a 3d renderer in Java using fillPolygon() many years ago, and used polygon sorting in place of a