Crash n Burn developer discusses how the game's tracks are rendered

Discussion in 'Panasonic M2 and 3DO' started by dark, Jan 19, 2017.

  1. dark

    dark Dauntless Member

    Joined:
    Sep 2, 2011
    Messages:
    727
    Likes Received:
    107
    From an old thread from 1994
    https://groups.google.com/forum/#!topic/rec.games.video.advocacy/Jojzp1BxduQ

    I think this technique resulted in Crash n Burn being able to have the insane draw distances it does without significant pop in - something that could not have occurred if they let you have more control over your car (e.g., being able to go backwards or crash and shift the camera view 90+ degrees.), a criticism of the game by folks at the time and now. Needless to say, it seems Crash n Burn is not pre-rendered FMV a la Megarace as some folks still believe.
     
    AUSTIN PEYTON likes this.
  2. AUSTIN PEYTON

    AUSTIN PEYTON Gutsy Member

    Joined:
    May 22, 2016
    Messages:
    402
    Likes Received:
    212
    I always wondered how it rendered that level of polygons.
    Saturn never reached that level of draw distance
     
  3. Kid Fenris

    Kid Fenris Rising Member

    Joined:
    Jun 7, 2007
    Messages:
    53
    Likes Received:
    19
    That's pretty cool. Crash 'N Burn looked pretty good for its day.
     
  4. LemonHaze

    LemonHaze C:/DOS/RUN

    Joined:
    May 20, 2013
    Messages:
    54
    Likes Received:
    13
    Yeah, it's always pretty sweet to see games from generations like this where you have always known the game for its quality, without understanding how they worked around that particular generations limitations.

    Nice find!
     
  5. Yakumo

    Yakumo Pillar of the Community *****

    Joined:
    Mar 14, 2004
    Messages:
    20,515
    Likes Received:
    1,050
    What about need for speed? That was pretty much the same thing from what I remember.
     
  6. Trident6

    Trident6 Spirited Member

    Joined:
    Oct 17, 2015
    Messages:
    119
    Likes Received:
    55
    The original Crash Bandicoot used pre-calculated visibility data as well IIRC (if I am interpreting what he wrote correctly) which combined with the non-standard resolution led to a lot of claims that ND had access to some "secret" Sony libs during development.
     
  7. Jord9622

    Jord9622 Site Supporter 2014 Site Benefactor

    Joined:
    Apr 23, 2012
    Messages:
    390
    Likes Received:
    42
    Very interesting interview, thanks for sharing!
     
sonicdude10
Draft saved Draft deleted
Insert every image as a...
  1.  0%

Share This Page