Mavor's Rants: Total Annihilation Graphics Engine

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2024-07-02 15:30:04

Random stuff I feel like writing about including stories from my game development career, new tech ideas and whatever else comes to my mind.

Yes, I remember having to dont-cache moving pieces on structure or they wouldn't update, and how that disabled shadows on those pieces or something. Also, your mindgun code wasn't completly removed, as attested by this picture from my old TA modding days: http://uppix.net/d/1/6/5a8aa522eb81ce46e32283ce26937.gif

Sounds pretty hardcore. These days a lot of game developers can afford to almost ignore optimization and use higher-level development tools to create games more rapidly and therefore cheaper. I enjoy seeing developers that really push the tech to try to do something no-one has achieved before. TA was a great example and it's fantastic to see you doing the same with PA. A million units? Do it.

Jon this was very interesting to read. As interesting as reading Michael Abrash book about the time he worked with Carmack on Quake. Any plan for the same stuff about these not so old days about Supcom/Forged Alliance ? I guess this might be possible after Planetary Annihilation release which is obviously consuming all your bandwidth :) Thanks again for this post !

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