Tomb Raider

3D Game Comparison - Game vs. game. No hype; just facts.™

Revision as of 03:22, 5 September 2007 by Eep² (t|c)
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Contents

Wikipedia:Tomb Raider
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year  1996
genre(s)  Action-Adventure
developer(s) Core Design
publisher(s) Eidos Interactive
engine Proprietary
Character
actions  climbdivegrab edgejumppick uppullpushrollrunshimmyshootsidestepswimvaultwalk



engine

  • collision detection: mostly 2D, Lara slides down vertically angled slopes
  • lighting: static, white
  • physics: Lara, NPCs, Thor's hammer, sand
  • shadows: polygonal, ovalular, horizontal, flat (2D)
    • size: width/length adjustment
      • Lara: dynamic
      • NPCs/darts: static
  • texture
  • transparency: full (masks)
    • sprites: blood squirts, fire, water splashes
  • camera: underwater distortion

atmospheric/environmental effects

character

  • footsteps: land, water
  • # polygons: 380
  • textures/skin: normal, grey tanktop
  • view: 3rd-person
    • pan: static (locked behind character) & dynamic (keyboard-controlled)
    • zoom: slightly when panning
  • water tinting

level/world design

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weapons

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inventory

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