
Today's 3D graphics are made possible by powerful graphics cards GPUs and the use of shaders to calculate rendering effects for 3D models and pixels. Back in the late 1990s, these still didn't exist, so how did developers realise the 3D world of Lara Croft in Tomb Raider III?
As we wait for the 30th anniversary Unreal Engine 5 reimagining of Tomb Raider: Legacy of Atlantis due this year, former Ubisoft Lead Senior 3D Programmer David Reinig has been reflecting on what developers achieved using during the transition to 3D graphics in the early 90s using ingenuity to overcome technical limitations at a time before dedicated graphics hardware had been widely adopted.