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Τυχαία έπεσα στο blog ενός εκ των δύο βασικών σχεδιαστών-προγραμματιστών της σειράς Crash bandicoot για το Playstation. Αξίζει να του ρίξετε μια ματιά καθώς δηλώνει και κάποια ''προκλητικά'' πράγματα εκει μέσα! Παραθέτω μερικά απο αυτά που πήρε το μάτι μου φευγαλέα και ο θεός βοηθός!
http://all-things-andy-gavin.com
Ενδιαφέρον παρουσιάζουν οι δηλώσεις σχετικά με την ανικανότητα του Playstation να απεικονίσει τα textures σωστά και αντίθετα την ευκολία με την οποία ''διαχειρίζεται'' τα πολύγωνα και γενικότερα οι τεχνικές που χρησιμοποίησαν για να ξεπεράσουν το εμπόδιο της μικρής ποσότητας RAM του Playstation!
http://all-things-andy-gavin.com
Q: Why did you choose to make Crash Bandicoot for thePlayStation?
Are there plans to port any of the Crash games, or make original Crash games for other systems?
A:
''Picking a game system, or “platform”, at the beginning of a project is like picking horses before a horse race. It is more of an art than a science. When we began Crash 1, the only 32 bit systems available were the 3DO and the Atari Jaguar. There were rumors about the coming PlayStation game console and the Sega Saturn, and distant rumblings about the N64. It was easy to tossthe 3DO and Jaguar, neither had the power. And the fact that the N64 wasnʼt going to have a CD ROM drive made it ineligible. In the end, we chose the PlayStation game console because it had the best mix of power and storage. Based on its worldwide sales,
game players have picked the PlayStaton game console as well.
Looks like we picked the winning horse!(b) Until recently, PlayStation has been the only system capable of
handling the sophisticated graphics and gameplay of the Crash Bandicoot games. The Saturn doesnʼt have the power. N64 cartridges cannot hold the data. Also, Crash likes the PlayStation. Naughty Dog has no idea what Crashʼs future holds. We do not control his destiny. Youʼll have to ask him.''
''With the N64ʼs VERY limited texture system and poly count, but with its smoothing and z-buffer, Mario chose to go with a very loosely defined polygonal free roaming world and a much more playground style of gameplay.Personally when I first got my hands on Mario I was like WTF? How is anyone going to know what to do here? And although there was a pretty real sense of marvel in this funny new world, I never found it very fun. The early camera AI was brutally frustrating. And the Mario voiceover. I still cringe, “Itʼsa me, Mario!” Still the game was brilliantly innovative, although I remain convinced that if anyone but Miyamoto had made the game it would have flopped.''
Rumors going into E3 spoke of Nintendoʼs new machine, the misleadingly named N64 (itʼs really 32 bit) and Miyamotoʼs terrifying competitive shadow, Mario 64.
''Andy had given Kelly a rough idea of how we were getting so much detail through the system: spooling. Kelly asked Andy if he understood correctly that any move forward or backward in a level entailed loading in new data, a CD “hit.” Andy proudly stated that indeed it did. Kelly asked how many of these CD hits Andy thought a gamer that finished Crash would have. Andy did some thinking and off the top of his head said “Roughly 120,000.” Kelly became very silent for a moment and then quietly mumbled “the PlayStation CD drive is ʽratedʼ for 70,000.”
Όπως καταλαβαίνετε έχει ζουμί το πράμα!!''The Playstation had this oddball 512×240 video mode that everyone else ignored, it wasnʼt standard (320×240) and ate up video memory others wanted for textures. But it looked SHARP and we found the machine was really good at rendering shaded, but un-textured, triangles. In fact, just as fast in the 512 mode as 320. Jason pointed out — heʼs always been the master of seeing the intersection between art and tech — that since polygons on 3D characters our size were just a few pixels, shaded characters actually looked better than textured ones. So we went with more polys on the characters, less texture. This was a highly usual approach, but had lots of advantages. The characters popped, like cartoons are supposed to, we had lots more polygons to work with, and it worked around the Playstationʼs lack of texture correction or polygon clipping.''

Ενδιαφέρον παρουσιάζουν οι δηλώσεις σχετικά με την ανικανότητα του Playstation να απεικονίσει τα textures σωστά και αντίθετα την ευκολία με την οποία ''διαχειρίζεται'' τα πολύγωνα και γενικότερα οι τεχνικές που χρησιμοποίησαν για να ξεπεράσουν το εμπόδιο της μικρής ποσότητας RAM του Playstation!