cmaon Hacker News • Recommends
On “Ask HN: How were video games from the 90s so efficient?”
#texturemapping#softwarerendering#quake
148K subscribers • 33 videos on Hallway
Advanced. Deep dive for people who know the field.
14K views9 years ago2 recommendations
Graphics and audioGame developmentRenderingGame programmingUnity, Unreal and Godot
A panel of game developers shares an oral history of software texture mapping and 3D rendering techniques in 1990s games.
An oral history of the development of software texture mapping technology for games featuring Chris Hecker (twitter.com/checker), John Miles (ke5fx.com/), Sean Barrett (twitter.com/nothings), and Chris Green (goo.gl/d3SXR5). From the seventh session of HandmadeCon 2016. See handmadecon.org for details. Mike Fecadu (goo.gl/9bcXFX) - Editing Neil Blakey-Milner (twitter.com/nxsy) - Recording Mikkel Hjortshøj (twitter.com/ThisDrunkDane) - Recording William Bundy (twitter.com/William_Bundy) - Streaming Zakary Strange (twitter.com/StrangeZak) - Streaming Anna Rettberg (twitter.com/aerettberg) - Artwork Casey Muratori (twitter.com/cmuratori) - InterviewerWhat people say. Highly recommended for its insights into early 3D game development, software rasterization, and how developers solved performance constraints.
cmaon Hacker News • Recommends
On “Ask HN: How were video games from the 90s so efficient?”
raszon Hacker News • Recommends
On “Building a PS1 style retro 3D renderer”
thoughtFrameon Hacker News • Mentions
On “Tacit knowledge is more important than deliberate practice”
raszon Hacker News • Mentions
On “War stories: how Crash Bandicoot hacked the original Playstation (2020)”
corysamaon Hacker News • Mentions
On “3D Software Rendering Technology of 1998's Thief: The Dark Project (2011)”