Paul Douglas
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cnhyv.bsky.social
Paul Douglas
@cnhyv.bsky.social
Developer. Made videogames in the 90s/00s and got a Bafta.
Then worked on 'serious' agent based games & simulations.
I look forward to reading that. The ports cant have been too difficult. More lucrative for them than me by sounds of it ;)
December 31, 2025 at 7:55 PM
Bon sang, ça fait 31 ans pour moi et 29 ans pour toi.
November 7, 2025 at 11:38 AM
The braid joints were animated via a rudimentary physics engine, rather than hand animated like rest of Lara.
The physics engine used spheres and boxes to represent solid objects like her backpack and neck to collide the braid against. Ergo, independent of polygon count.

It just needed tuning...
September 25, 2025 at 1:48 PM
My experience was the classism was pernicious. Quite a few working class in the trenches but rarely in positions above that; "Congratulations, here's a job on the production line but don't get ideas above your station" It's been similar outside gaming, just with less exploitation and abuse.
July 17, 2025 at 6:34 PM
My PC ISA devkit had the first GPU as did the blue debug stations, so we were used to the extra jankiness during development. The later green debug stations had the revised GPU as did Yarozes.
Retail consoles with the first GPU are rare, anything much after Western launch is revised version.
May 21, 2025 at 8:16 PM
Technically the original GPU truncates the values from the gouraud shader DDA to 5 bits before modulating texel colours, whereas the revised version uses 8 bits resulting in visibly less quantisation noise.
Changes were also made to speed up transparency and frame buffer effects.
May 21, 2025 at 8:16 PM