

And there's nothing that wasn't written specifically for this game. There's nothing off the shelf in this game. I had serious reservations about whether we'd achieve this game on the Gamecube, and it's running exceptionally well.ĭid you buy in any middleware tech for the game?įrom a technology point of view, it's all about bespoke technology. Since the CPU of the Xbox and Gamecube are very adept, all the work on the PS2 to make it fast enough to run it at 60fps there applies straight across. How does this translate over to the other formats? A large chunk of this game is written in hand coded assembly language on the vector units. If it was doing too much work, I'd write a load of hand coded assembly language. I'm constantly, throughout the entire project, cracking the whip to make thing works faster, better, smaller, faster, FASTER! Any bits of code which were taking too long, I'd first sit down and look at them algorithmically. And then we got the rest of the team on board, who didn't really know what they were getting into. I'd written the framework for the game, the display engine and the AI. And no-one does, as no-one can find a decent use for it. The secret to speed is User Vector Unit Zero". Sony engineers, they'll continually say "Use Vector Unit Zero. And there's one which no-one uses ever: Vector-unit Zero. Stop me if I'm going too techno, but there's a number of sub-processors in Sony's PS2.

It's interesting - and Sony is going to love me for this.

Last time, PS1 games were looking distinctly shoddy. What's intriguing to use is that how that games, even this late in the software cycle, are visually impressive. Hundreds of people on screen, in a total - er - war. On the technical side, Spartan's impressive. But wait until next week where you'll see him cackling about violence like a man who's spent the last two years working exactly how best a sword can cut a man. Now, with the effusive Lead Programmer Clive Gratton, we have a look through the technical demands of a game that manages to keep hundreds of people hurting each other on screen without dropping a frame.īy the way - when we say "effusive" we mean "swears like a trooper". In the first part of the interview, we talked about the conceptual grounding for Creative Assembly's move into the third-person mass-combat game.
