The earliest I know to have implemented such a streaming system was Crash Bandicoot. This improved both the loading times and allowed them to have higher quality assets than most games of its time.
The earliest I know to have implemented such a streaming system was Crash Bandicoot. This improved both the loading times and allowed them to have higher quality assets than most games of its time.
To anyone who loves Crash Bandicoot, I highly recommend this 13-part blog post series by co-creator Andy Gavin about the making of the game. Long read but so worth it.
Also published on Nebula, where Mark gets a better payout per view. It's indeed a video about asset streaming, but Mark goes into several specifics and edge cases of the technology that other...
Also published on Nebula, where Mark gets a better payout per view.
It's indeed a video about asset streaming, but Mark goes into several specifics and edge cases of the technology that other videos does not cover. As usual, a grounded and interesting analysis.
The earliest I know to have implemented such a streaming system was Crash Bandicoot. This improved both the loading times and allowed them to have higher quality assets than most games of its time.
To anyone who loves Crash Bandicoot, I highly recommend this 13-part blog post series by co-creator Andy Gavin about the making of the game. Long read but so worth it.
Also published on Nebula, where Mark gets a better payout per view.
It's indeed a video about asset streaming, but Mark goes into several specifics and edge cases of the technology that other videos does not cover. As usual, a grounded and interesting analysis.
Your link markdown has a typo, FYI
on Nebula
Thanks, fixed it.