but to make the gif actually big was a problem

It looks like we’re actually going to be able to make our game work on the 3DS!****(probably!*****)

Having signed up for Nintendo development I’m not allowed to share information about systems and specs, so I won’t go into detail, but there are some aspects of 3DS development I want to share with you all:

Textures VS polygons

When I started working on graphics for this, I used Spyro as reference, and by extension the limits of the PS1. The Playstation’s main problem was its inability to render many polygons at the same time, so everything had to be extremely lowpoly and a lot of fancy trickery had to be used to make it look like there was more geometry on the screen than there actually was. On the other hand, the Playstation used big discs and had quite a bit of video memory, which allowed it to have many fairly big texture maps (for the time). The Nintendo 64 could hardly fit any textures at all, but used mipmapping instead, to “smudge out” the images, so that two pixels would be enough to make a perfectly smooth gradient. The N64 approach meant that geometry had to be used very cleverly to imply detail, since detail couldn’t really be stored in texturemaps. A lot of very tiny pixel-constellations were also used to create repeating patterns.

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