Fire and Haze
Nathan Gordon

Interesting read, although this leaves me with one question, unless I missed it: If there’s no fragment shader, how did they apply the displacement map? Is the gamecube able to do displacement mapping but no full per pixel shading? But then they could have skipped all this and apply the deformation directly?

One clap, two clap, three clap, forty?

By clapping more or less, you can signal to us which stories really stand out.