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Obbe Vermeij
3,311 posts
I make games.
@SpaceStationSV (N64), @warthegame (steam), @LearniaApp, @GuideApp__, Coming soon: @PlentifulGame
Also: gta3, Vice, SA & IV
๐๏ธ for ๐ต๐ธ
- 20 years ago we released Grand Theft Auto - San Andreas. The original plan was for the 3 cities to be on separate maps. The player would travel between the cities using trains and planes. (Gta 1 and 2 also had three cities on separate maps) Memory was very tight on the ps2 and
- For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8. My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded. The code
- We released gta San Andreas 20 years ago. October 26, 2004. Game releases were different back then. It took 6 weeks for the DVDs to be produced, boxed and distributed. Patches over the internet were not yet a thing. For us, all of the stress had happened at the cut-off point, 6
- The artists gave me a texture for the moon in gta3. I placed the moon in the sky, made sure it was visible at night and that it was a reasonable size. A few days later 4 artists were at my desk asking me to change the size of the moon. "No problem" I said. It turned out they
- When working on the train in gta3 I found riding it boring. I considered letting the player jump ahead to the next station but this would cause streaming issues. Instead, I made the camera switch between random viewpoints near the track. This made the ride more interesting.
- In GTA San Andreas, small planes are periodically created near the player to perform a fly-by. Sometimes they crash. Before creating the plane, my code looks for obstacles in its path. It scans a number of lines in the forward direction of the plane. These scans are slow so I
- There was no way we could fit the whole map of gta3 in PS2 memory. Streaming involves loading models from the DVD as the player moves around. This was the hardest technical challenge during the development of gta3 and was coded by Adam Fowler. The closer models physically are on
- There is an impressive effort going on to make gta3 run on the Sega Dreamcast. The first months of development of gta3 (back in 99/00) were done on the Dreamcast. For commercial reasons we switched to ps2. At the time we did think it was technically possible to pull it off on theActual hardware capture showing some of the latest progress on our "impossible" #GTA 3 port to the Sega #Dreamcast! No more clipping issues, solid 30fps framerate, most effects are present. Very playable at this early stage. Still have a lot of work to go, but she's shaping up
00:00 - 17 years ago, on April 29th 2008 we released Grand Theft Auto IV. To focus on making the game truly next-gen, we dropped many game features from San Andreas. Stats (fitness, weight), Multiple cities, Stealth, Underwater swimming, Jet packs, Tanks, Bicycles, Monster trucks, Car
- As the player moves around, cars are constantly created and deleted to give the appearance of a busy city. For gta3, Vice & SA, my code places cars at about 70m from the player if they would be in view of the camera. They get removed at around 90m. Cars that are โoff screenโ
- The streets of gta3 looked too clean so I added litter. It is a single rectangle that occasionally moves with the wind. It can also be dragged along by passing cars. The artists created 4 textures for it. 2 newspapers and 2 leaves. In Vice City there is a mission (Dildo Dodo)
- Replying to @ObbeVermeijThe meeting was with Leslie Benzies, Aaron Garbut, Adam Fowler, Alexander (Sandy) Roger and myself.
- There are 4 weather types in gta3. Sunny, Cloudy (overcast), Rainy & Foggy. Each in-game hour, a new weather type is picked. The transition between weather types takes 1 hour. Initially, I used a random chance for each transition between weather types. Ie 40% for Sunny->Sunny,


















