Paul Douglas
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cnhyv.bsky.social
Paul Douglas
@cnhyv.bsky.social
220 followers 45 following 49 posts
Developer. Made videogames in the 90s/00s and got a Bafta. Then worked on 'serious' agent based games & simulations.
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A new book about Tomb Raider to peruse whilst interminably awaiting further adventures. 🇫🇷
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...
Lara's braid was replaced for a presentation at E3 as it would clip right through her back and neck which looked rather grotesque.
Then we had a huge list of higher priority tasks to crunch through before launch so it stayed as the temporary bun.

Nothing to do with polygon count as stated here⬇️🤦
Happy National Video Games Day! 🎮

Did you know that Lara Croft did not have her iconic braid in the original Tomb Raider released in 1996? It was removed because it used too many of the polygons that could be displayed at one time. Instead, Lara's hair was tucked into a bun.

#TombRaider
GenAI used in this way:

Not cool.
Not classy.
🗣️Françoise Cadol, French voice of Lara Croft, was NOT asked to record any new voicelines & did NOT give her consent for any subsequent use of her voice, especially with AI.
She only recently found out about the remasters.
Thanks to OFP members @hedteur.bsky.social & @ssiguss.bsky.social!
#TombRaider
A lot of us from that era honed our crafts on the Amiga computer, before multimedia/game degrees became de rigueur. Eg. Toby Gard's animation portfolio created on the Amiga was featured in one of the computer art magazines a year or two before he joined Core Design too.

#Amiga
The Amiga computer is 40 years old.
It was more affordable than PCs and Macs, allowing those of us who had limited means to be creative. I loved that machine, spent so many hours programming on it, building 3d objects for my demos and games, making sounds with a 8bit sampler and so forth.

#Amiga
All of videogaming history fits into 4 Duke Nukem Forever dev cycles.
by my estimate: today is the day. it has now been one Duke Nukem Forever dev cycle since the release of Duke Nukem Forever.
In 148 days (July 22nd, 2025), Duke Nukem Forever will have been released for exactly as long as it took to release since its announcement.

Mark your calendars.
Reposted by Paul Douglas
Happy 40th Birthday to the Amiga 🎂

Grab a copy of our book - Commodore Amiga: a visual compendium: www.bitmapbooks.com/collections/...

#bitmapbooks #books #retrogaming #gaming #birthday #ocs @rachelsham.bsky.social
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.
Reposted by Paul Douglas
The feature-length first episode of @terrorbytesdoc.bsky.social is now free to watch on YouTube. Dozens of interviews digging into the history and evolution of horror in games, written and directed by me. And if you like it, you can buy the whole series from terrorbytesdoc.com. youtu.be/TA2aZVn9FvE
TerrorBytes Ep. 1 – Enter the Survival Horror | Full Documentary Episode (FREE)
YouTube video by CREATORVC LIVE
youtu.be
From when Sega had arcades.
Pretty sure I got this card from the one in Irvine, CA. 1990s. More standard arcade than the theme park like attraction that SegaWorld at the Troc was.
#Sega
In 1994 a group of us would go play Virtua Fighter in the arcade on Derby's Cornmarket during our lunchtimes.
The fluidity of the characters' motion was mightily impressive at the time and hugely influential.
Please Find 22 Minutes To Watch This Video On The Genesis Of Sega's Virtua Fighter. (Image: @SEGA) (Repost)
Please Find 22 Minutes To Watch This Video On The Genesis Of Sega's Virtua Fighter
Another classic video from Splash Wave
www.timeextension.com
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.
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.
Lara's arm had a tiny 1x1 (!) texture map so it clearly illustrates the banding but so does her backpack and torso. It's also very apparent in Tomb Raider's first level entrance with the snow that has the wolves footprints. Many other games demonstrate it too.
Did you know the original PlayStation had a revision to its GPU and VRAM early in its life?
The Initial version had noticeable colour banding on shaded texture maps and slower effects like transparency. Consoles released after tailend of 1995 fixed this.
My understanding is the extensive playfield compositing features of VDP2 were added later to augment VDP1 which renders sprites/quads to framebuffer. This was due to VDP1 having lower throughput than the (also in development) PS1 GPU.
Exactly when this happened in development process I dont know.
Just improper use of step-down transformers. We only had a few transformers so they would often be swapped around the building and hence voltage outputs not switched correctly.

AIUI the extra VDP came later. We had final hardware docs in summer 94. Before that I dont know timelines.
We used the same Saturn devkits at Core. One per team. Testers had the hardware address checker.
Earlier kits were the Sofia boxes from Japan. We had a protoype the size of a beer fridge with only one SH2. Alas, someone fried the mainboard by introducing it to 240V. It probably ended up in a skip.
Some of the Sega Ssturn equipment used for the never-released version of Descent from the Volition donation to The Strong.
The player can toggle the underlying grid (spaced in yards because, well, it's golf) with 'G' key on PC which aids visualising the contours of the course and depth perception.

This formed a starting basis for the game mechanics design and prototype of Tomb Raider, which I worked on next.
The PC version fitted entirely in a few megabytes and came on 2 floppy disks. A CD-ROM version was also released.
Like most Core games of that era it could have done with plenty more time & polish but 'bish bash bosh' was the order of the day.
A Sega 32X version was planned for but Core only had the one devkit which was used to port BC Racers. By then 32X had flopped so was abandoned. Later ported to Saturn and PlayStation (as 'Tournament Leader' in Japan). With addition of female avatars, that were missing on PC due to space and time.
'The Scottish Open: Virtual Golf' by Core Design was released ~30 years ago.

Jon Hilliard and Jason Gee made the game in about 6 months. I helped out with the 3D terrain, LOD, camera etc. Had to run on a low spec 486sx PC.
It was the only entry in the short lived "Core Sports" range.
👇