Re:Super Mario 64 – 1996 Developer Interviews
by dmbaggett on Thursday September 22, 2016 @04:01PM
(#12559855)
That's an excellent point, and something that I've never actually thought of or read. Cool!
Re:Super Mario 64 – 1996 Developer Interviews
by oxide on Thursday September 22, 2016 @05:23PM
(#12560484)
you should go implement this in Crash Bandicoot and make a youtube video of it.
Re:Super Mario 64 – 1996 Developer Interviews
by CamperBob2 on Friday September 23, 2016 @05:03AM
(#12563251)
You can bound polygon sorting by looking at the closest and furthest points from the camera for each polygon
That still fails to resolve cycles.
Z-Buffer's are still a major advantage.