Old school rendering - Tomb Raider
David Reinig posted on LinkedIn: Have you ever wondered how classic 90s games managed to create rich, immersive 3D worlds. Long before modern GPUs and shaders existed? At a time when most players didn’t even have dedicated graphics hardware, developers had to rely on clever tricks, and strict constraints to bring their worlds to life. Yet somehow, those games still felt expansive, atmospheric, and where unforgettable experiences. In this article I explore how Tomb Raider III (1998) achieved exactly that. Using a mix of smart systems, lightweight rendering techniques, and creative workarounds. https://medium.com/@reinigdavid/old-school-rendering-rant-tomb-raider-913f7837de7e