| ▲ | dmbaggett 4 hours ago | |||||||
Sort of. While it was helpful to have the delta-compressed polygon list for each part of the level in its own 64KB chunk, the minor miracle of fitting >10MB levels into 2MB of RAM (half of which was VRAM as I recall) was down to two things: 1) Andy wrote this insane dynamic layout/loader thing that optimized the CD’s bandwidth (which was of course pathetic by today’s standards, as you point out); 2) I wrote a tool that packed the chunks into pages so that we never needed too many active at any given point in the level. This is an NP-Complete problem and we didn’t have solvers back then so the tool just tried a bunch of heuristics, including a stochastic one (think early simulated annealing). The problem with the latter was that if you “got lucky” you might never achieve the required packing again after the artist changed a turtle or something… | ||||||||
| ▲ | djmips an hour ago | parent | next [-] | |||||||
How long did it take you guys to write the dynamic layout/loader and packer? How long did it take to run it on a level when an artist changed a turtle or something? | ||||||||
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| ▲ | monocasa 4 hours ago | parent | prev [-] | |||||||
> 2MB of RAM (half of which was VRAM as I recall) Separate 2MB of main ram and 1MB of VRAM for 3MB total. | ||||||||
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