Legendary Software Rendering Era | Sean Barrett
Wookash Podcast - En podkast av Łukasz Ściga - Lørdager

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Legendary graphics programmer Sean Barrett shares his remarkable journey — starting in early game development, pushing graphics boundaries at Looking Glass Studios, and later creating the iconic STB libraries. We explore everything from postscript printers to portal engines and pioneering indie game jams. This episode dives deep into the technical craft and creative mindset behind some of the most influential graphics work in gaming history. Join us!Website:https://nothings.org/Thief engine post: https://nothings.org/gamedev/thief_rendering.htmlGithub: https://github.com/nothingsBluesky: https://bsky.app/profile/nothings.bsky.socialX: https://x.com/nothingsYoutube: https://www.youtube.com/user/silverspaceship/videosWookash PodcastShow links: https://podcasters.spotify.com/pod/show/lukasz-scigaSpotify: https://open.spotify.com/show/7tExkDJcI6vvmpCguX8YgdApple Podcasts: https://podcasts.apple.com/us/podcast/wookash-podcast/id1683109481Youtube: https://www.youtube.com/channel/UC9J9u3apteD0EuFjzRpt71wRSS: https://anchor.fm/s/dd7643a4/podcast/rssX: https://x.com/wookash_podcast00:00 Intro00:41 Early programming & MUDs08:50 Wildest printer software 39:32 Joining Looking Glass57:31 Terra Nova rendering tricks01:18:41 THIEF GRAPHICS ENGINE BEGINS01:36:44 Portal and cells02:51:30 Perspective projection mapping03:05:56 THIEF GRAPHICS ENGINE ENDS03:16:08 First Indie Game Jams03:42:57 LEGENDARY STB LIBRARIES04:59:44 Outro