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A former   developer from Rockstar   has explained a proficient limit that influence a design decision in Grand Theft Auto 3 . Obbe Vermeij , who was   part of   the game ’s evolution , talked about the challenge of adapting the heroic Liberty City undecided - world to the PlayStation 2 ’s computer storage constraint .

The developersfaced a significantchallenge due to the PS2 ’s videodisc drive and memory limitation . They implemented a streaming unconscious process to load building , road , and other map assets into memory as role player move worldwide . Commonly used model   were localise   close to the videodisc to optimize burden speed and   reduce seek   time .

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There was no fashion we could fit the whole mapping of gta3 in PS2 memory . Streaming involve load models from the videodisk as the player make a motion around . This was the voiceless technical challenge during the exploitation of gta3 and was taunt by Adam Fowler . The closer manikin physically are on…pic.twitter.com/EWBb5tyygn

Even with   sassy   improvement , player could move faster than the game could keep up with . To address this , the squad made some creative change . For example , in GTA 3 , the island of Portland featured a long , neat route that encouraged high speeds , do issue with loading . The team modified the route layout with bender   to naturally slow up down players . They also made elusive registration to the vehicle , increasing their air resistance by 5 % to further slow down down players in a hardly noticeable way of life .

The game made   small   changes to help it dilute quickly and keep the man looking still . That ’s also why you ca n’t aviate far in GTA 3 if you ever wondered . As a kid , I remember being so disordered about why the Dodo plane was so terrible at flying . It was for this very rationality . It would be too much for the game to handle if you could . The Dodo let you take flight a bit , but die any quicker would show the limits of Liberty City .

When Vice City and San Andreas do out , the developers had pull ahead their proficiency . They used better cyclosis code and clever tricks , like load simpler models when players were flying , to make the undetermined - world experience smoother .