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Count to a Million

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Flipz
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« Reply #64100 on: June 27, 2012, 01:32:05 am »

64117

You know, flying around on jetpacks those last few days gave me a better idea of how broken LU was.  Ninjago, for example, had entire buildings that would fade in or out depending on where you were in the world.  Good way of making the place look bigger (i.e. using forced perspective)?  Yes.  But LU still had to calculate collisions and the like with all those structures all the time.  There was SO much to the levels that could have been made non-solid to improve performance, it's not funny.  Plus, as I understand it, there was a TON of real-time rendering, which always causes performance issues.

Basically, it was trying to render an Uncharted game (one of the most visually complex and detailed games ever) using the graphics engine from Super Mario 64.  The original Super Mario 64.  That was never going to end well.
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