Spore Internals
This is the sort of thing that usually goes in my work blog, but the kids are both big fans of Spore, so I’m going to post it here instead.
Chris Hecker has written up a nice, short overview of various design decisions they made during the implementation. Lots of good discussion about efficiency/performance tradeoffs in things like metaball triangulation and texture atlas creation.
I’m also going to add a link here to Ned Batchelder’s post on the steganography in Spore’s image output.