Dev rewrites GTA 3 source code to reveal what Rockstar was hiding and show how Liberty City fit on a PS2
Game journalist and developer Mark Brown has rewritten sections of Grand Theft Auto 3's source code to demonstrate how Rockstar Games (then DMA Design) managed to fit the expansive Liberty City within the PlayStation 2's limited 32MB of memory. The analysis highlights techniques like asset streaming and the use of lower-detail models for distant objects, which are still relevant in modern game development.
Retro Gamer
- Entities
- Grand Theft Auto 3
- Mark Brown
- PlayStation 2
- Open World
- DMA Design
- Game Development
- Rockstar Games
- Memory Constraints
Original source
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