![]() ![]() Generally though, CPU time is of less concern than the GPU (drawing) processor usage. The rest of the solution is down to using algorithms which combine the best aspects of accuracy and efficiency. IGNPSX: How are you solving the lack of a floating-point processor problem?Ĭhris: The core computational parts of the engine are all written in native machine-code for optimum efficiency, which solves part of the problem. To be honest, we're not that keen to see PSX2, as it's really only now that developers are finally getting the best out of it. It's a surprisingly elegant and powerful machine to work on, of which the relatively lowly amount of RAM, is the only real shortcoming. Overcoming Obstacles IGNPSX: How are you working out the PlayStation's limitations?Ĭhris: The PlayStation is a fine piece of hardware, and in our view, far better than it is generally attributed to be. Designing and coding anything is always a learning experience, and there were things we would have liked to have done on that title which were simply not practical. The ShadowMaster engine was designed purely for that title, tweaking it up was always completely out of the question. IGNPSX: So, this isn't the one used for ShadowMaster?Ĭhris: Right, it's 100% new. Our aim is to produce the most enjoyable game possible. Hopefully the gamer will appreciate our efforts in keeping the wide-open areas free of fogging, and close objects and surfaces free of tearing and distortion, but in the end it's quite unimportant. We've designed the engine without compromise so the player can enjoy the game to the fullest extent. The objective being to build an engine powerful enough to handle any sort of game we desired to do in the future. As a result we redesigned the game engine from scratch with an eye to providing all the functionality required for a game like Quake (or better yet Quake II, which hadn't been released at that point), along with the capability to handle multiple-split screens. At that time we were reading all this stuff about Quake being impossible to do on the PSX, which we thought was just untrue. The one we used for ShadowMaster was tailored precisely toward the needs of that project, in short it was efficient but limited. ![]() The New Engine IGNPSX: Are you using a brand new engine to create Quake II on the PlayStation, and if so, what are its strengths, and how will it make Quake II unique on the PlayStation?Ĭhris: For Quake II we're using a completely new engine. Every title released by Travellers' up to and including Toy Story, and Mickey's Wild Adventure had a large amount of input from at least one of us. Prior to that, the bulk of our core staff members all worked under the Travellers Tales banner. IGNPSX: What games has Hammerhead Studios worked on in the past?Ĭhris Stanforth: As Hammerhead we did ShadowMaster on PSX and PC last year. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |