Re:Super Mario 64 – 1996 Developer Interviews
by agumonkey on Thursday September 22, 2016 @03:01PM
(#12559286)
Man you should write a book. Or many, I'm sure you could fill them with all the details about your game development over the years. That would be a nice complement to Abrash Black Bible.
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Re:Super Mario 64 – 1996 Developer Interviews
by vvanders on Thursday September 22, 2016 @04:16PM
(#12559987)
If you dig this stuff then Real-Time Collision Detection[1] is solid gold. It's basically data structures for 3D along with a practical appreciate of what makes real world algorithms fast(data layout).
Re:Super Mario 64 – 1996 Developer Interviews
by agumonkey on Thursday September 22, 2016 @04:22PM
(#12560039)
That's the second time I see this suggested, time to try. Still doesn't absolve Dev Baggett to bless us with his stories ;)
Re:Super Mario 64 – 1996 Developer Interviews
by jimminy on Thursday September 22, 2016 @06:41PM
(#12560943)
Andy Gavin wrote several extended articles on the making of the original Crash Bandicoot. IIRC correctly, Dave contributed to a few of the articles,, or at least his contributions are mentioned pretty heavily.
http://all-things-andy-gavin.com/2011/03/12/making-crash-ban...