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Agree with everything you said. We used x87 though and paid extreme attention to fpu stalls to ensure nothing wasted clocks. As developers, we were also forced to give the graphics guys a really hard time: "no that texture is too big! 128x128" & "you need to do it again with less polygons". We used various level of detail in textures and models to minimise calcs and rendering issues. Eg. A tank with only 12 vertices…
Ha. Yeah, there was not a lot of memory. The toolchain we built at the the time automatically packed all individual game texture maps into a single 256x256 texture (IIRC). If the artists made too many textures, everything started to look bad because everything got downsampled too much. Any yeah, the design of the game content was absolutely affected by things like polygon count concerns: "Say, wouldn't it be cool to…
Those were certainly different times. :) It was so much cooler to see what developers and artists did within those limitations than what we are doing today. The entire game dev community was like a demoscene in a way.