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Tomb Raider Technology...

PostPosted: Sep 17, 2004 @ 12:14pm
by VGA

PostPosted: Sep 17, 2004 @ 12:54pm
by Jinks
Eidos started out coding for ARM based PC, called Acorns in 1991 ish. Graphic compression software the FMV in the PC version ran thier integer ARM stuff.

The company attracted quite a few of the best ARM coders. So it may just be 1988-2004 , 16 years experience. If you work as hard as they did you can get to thier level in 2020. ;)

PostPosted: Sep 17, 2004 @ 1:19pm
by refractor
Naaw, ARM code is easy.

PostPosted: Sep 17, 2004 @ 1:36pm
by Jinks
I thought we signed an NDA to hush that up. :P

PostPosted: Sep 17, 2004 @ 1:47pm
by refractor
Did I say easy? I meant hard. Really hard. Horribly hard. Difficult. Nasty. Don't go near it. Leave that to me. :twisted:

PostPosted: Sep 17, 2004 @ 3:24pm
by VGA

PostPosted: Sep 17, 2004 @ 3:42pm
by Jinks
A more serious answer.. :oops:
I suck at polygon plotting despite 16 years ARM coding.

Eidos probably used a very good set of polygons and vertex data. A comprimise between detail and quality. That worked very nicely on a 320x240 PocketPC.

If you are starting today looking to make a 3D Tomb Raider like game. You probably won't be finished until WM2005(12 months) is out which promises DirectX support. Given the hoop-lah over VGA screens. I can imagine Dreamcast Playstation one type games in 30 fps VGA using stuff like 2700G5 MBX graphics chip doing very very well.

You would probably be better off writing a 2D game at the moment. While looking to the future getting a 2700G5 PDA which would be at least 533Mhz or 624Mhz. Toshiba E830 may of swapped at the last minute to 2700G. Also Dell X50 may be planning on using it.

Currently you would develop on a PC using the resources of PowerVR at . Signing the NDA if you got a 2700G PocketPC.

Trying to write a 3D game on current hardware might leave your graphic sources looking rather dated with 1 year of bloody hard work. Just as everything changes. IMHO.

Or if you have a great 3D game idea, why not ask developers who have currently engines of that quality. And see if some kind of relationship can be started.

PostPosted: Sep 17, 2004 @ 5:20pm
by Sergey Chaban

PostPosted: Sep 17, 2004 @ 6:12pm
by Jinks

PostPosted: Sep 17, 2004 @ 11:36pm
by VGA

PostPosted: Sep 18, 2004 @ 5:00am
by VGA

PostPosted: Sep 18, 2004 @ 1:09pm
by Dan East
Probably bilinear filtering, which averages texels together so you don't see blocky texture texels that are visible in most all software engines (Tomb Raider, Quake 1, Quake 2 in software mode, etc).

Dan East

PostPosted: Sep 18, 2004 @ 9:14pm
by AI