Spyro the Dragon - Part 3, Fixed something with the help of a friend...
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- Опубликовано: 10 фев 2025
- Spyro the Dragon was unique compared to other 3D platform games of the time; Spyro's ability to glide allowed him to travel long distances in the air, meaning that the player could cross almost an entire level if starting from a high enough point. While this made designing levels more difficult for the team, it also meant that levels could be made more open-ended and explorative in nature. To make Spyro’s controls feel fluid, Matt Whiting-a NASA engineer who specialized in flight controls-was brought on to help with programming camera movement as well Spyro's movement controls. The game's camera was particularly challenging; initially, it always followed directly behind Spyro, but the resulting high-speed movements were found to make several play testers feel nauseous. This was most evident with Spyro's basic jump, which triggered the camera to quickly tilt up and down, compared by Whiting to the motion of a rocking boat; this was ultimately tweaked so that the camera would stay steady. Spyro was coded with efficiency in mind, as 3D rendering technology was new at the time and the game had to fit the limited specifications of the PlayStation. Around 80% of the game's code was written using Assembly, while other parts were programmed in C due to its simplicity and speed.
kmans500's part 3
You can flame the floating gem boxes. Lol. ^_^.