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@tobigrantlbart
@tobigrantlbart 3 сағат бұрын
Yoshiaki Koizumi is honestly one of the biggest madlads at Nintendo: Was task with making the manual for Link's Awakening... ended up wroting the whole story and concept of the dream island Was partly responsible for Z-Targeting existing. Was brought in so that Aonuma could fulfill his dare at Miyamoto and basically again wrote he whole story and all the character interactions (the best part about the game), because he DAYDREAMED about the moon falling on the earth and also incorporated his time limit idea from a game project he was pulled away from so he could work on Majora Saw Donkey Kong drums at a meeting for fucking Donkey Konga and was like "You know what... let's make a platformer on these" And then broke all notion of physics we've seen by creating Mario Galaxy He is protegé of Miyamoto, but differs from him when it comes to story. Where it is wrong to perpuate the myth Miyamoto hates story, it's obvious to see he comes from when the games story was created in people's heads (people see a giant monkey steal their girl, they know what to do) and from interviews kinda seems to feel it takes away from the gameplay. Yet Koizumi loves to injext story and character into the games even if little, like the Rosalina storybook was hella important to him apparently. Why is this man not running Nintendo yet???
@zheil9152
@zheil9152 Күн бұрын
19:00 important distinction - Mario’s origin is at his feet, so no lone needs to be drawn from his center downward
@goldendragon6479
@goldendragon6479 5 күн бұрын
I love bloomin onion 🤤
@faustelija
@faustelija 8 күн бұрын
9/10 sociopaths agree uve gotta see hyakugojyuuichi
@apeirotopecrow7957
@apeirotopecrow7957 9 күн бұрын
Where are you buddy?
@Emulator_Crossing
@Emulator_Crossing 12 күн бұрын
Nin devs are truly genius...the best out there.
@littlebearandchicken2077
@littlebearandchicken2077 18 күн бұрын
I miss this, man
@miumpre2839
@miumpre2839 18 күн бұрын
wow amazing
@keithadams7619
@keithadams7619 24 күн бұрын
So how does one get Links Figurine, if one is required to take a picture of the subject? I never did figure out how that worked.
@gameclips5734
@gameclips5734 25 күн бұрын
btw gravity IS what we call the gravitational field, you don't say gravity field
@ashdjones
@ashdjones 25 күн бұрын
Romanian Animation (redub): kzbin.info/www/bejne/n5mZqmaEfrGEja8si=mNhNgiZ-Vv9-NSIC
@ashdjones
@ashdjones 25 күн бұрын
Missing info, Links emojii uses the systems heads up display infopanel sprite for extra fps tropicana smooth. Ie the heart / rupee counters. GENIUS BZ.
@Mnya136
@Mnya136 Ай бұрын
Anyone know why Jasper stopped making videos?
@WD_RatLad
@WD_RatLad 10 күн бұрын
probably a lack of topics to cover or something like that
@roserodriguez631
@roserodriguez631 Ай бұрын
0:31
@Billyblue98
@Billyblue98 Ай бұрын
6:35 I haven't really programmed in a while, and never anything like this, but I'm already conceptualizing the process of figuring out this problem in my head I have a couple of ideas, but I think the best one is to have a variable for the center of the planetoid. Each spherical planet would have one, so you can have multiple of these points in a level, as we see in some "Galaxies" A function would track how close Mario is to these planetoids, so when he's close enough, we can have him be affected by that planetoid's gravity in particular, rather than any other planetoids or the level's default gravity The main variables for X, Y, and Z speed would be kept, but first we'd have to run through separate variables that track what Mario's various speeds should be in relation to the planetoid's center of gravity, and then these variables would run through sort of a function to translate these variables into his X, Y, and Z speeds No way this explanation is perfect, I'm most definitely missing a few steps, or maybe there's a simpler way to do it, but I think I'm on one of a few right tracks 6:58 Oh right i wasn't finished, lol. There's planetoids where you just fall down, block planets where you just fall left or right, and rolling pin planets. That last type is probably the most complicated because the center of gravity is essentially a line. But it can probably be figured out by adapting the above. . . maybe. . . Edit: 12:14 Ah. . I did not think of that.
@m4r_art
@m4r_art Ай бұрын
Kill la Kill was in 2013. And if my memory serves me correctly: Wind Waker was in 2001, iow: it did not inspire the shading method. but I guess the image of it is a nice placeholder.
@thesolitaryowl
@thesolitaryowl Ай бұрын
22:15 "At full 720p." Me watching that moment on my 2k ultrawide monitor: : |
@Kneefoil
@Kneefoil Ай бұрын
Wait, this was a Neil Cicierega original? I never knew. Although, the last time I saw this was waaay before I discovered Neil.
@krypton7900
@krypton7900 Ай бұрын
hmm yes Tetra and Zelda are 2 separate people, of course
@sfplayer1234
@sfplayer1234 2 ай бұрын
Amazing video - any plans to add sections of BoTW to your noclip site?
@kingofthekoopas8857
@kingofthekoopas8857 2 ай бұрын
Indie graphics engine dev here! A really cool thing with this at 16:34 is also that you can give the illusion of complex meshes by using this as a texture on the model itself. For example, you could create a detailed rock with holes and crevasses, and only use a few polygons
@Abcd-bq1ld
@Abcd-bq1ld 2 ай бұрын
moglot
@marcybones64
@marcybones64 2 ай бұрын
"a throwback" *shows a screencap from an anime that came out after Wind Waker*
@Johnny31323
@Johnny31323 2 ай бұрын
I know this video is old, but let me explain why this happens. Its similar to how any game with multiple regions is made, if there are some limitations to their engine. The reason the cell shading dissapears in this one spot, and it might be that there are more but it's probably really hard to find, is that the devs use geometric objects that are invisible that work as triggers inbetween each wall that is made. So basically, if you are inside of that invisible trigger, which should never happen, but because this is manually made, and a person or more have to make geometry around the whole map making cell shaded triggers as close as possible to those walls, so that this doesn't happen. This again exists as an optimization technique. As anything and everything behind this trigger will not draw cell shaded geometry "be it link, or anything that is cell shaded." The reason this hole in particular is bugged"" as you could say. It was overlooked when some dev or devs were putting this trigger around the map. One more example of this if you wan't to see this optimization in person, is as of a CS:GO battle royale map. Before CS2 And with CS:GO, the game engine had to deal with allot of geometry. So because the map was so big and since the Source engine is not so optimized. Valve Devs had to resort to using the same trigger around the whole map, covering it as to make it so objects behind said trigger won't render onto your screen. This is before Oclussion Culling or Real Time Occlusion Culling was a thing in CS:GO, since it has been introduced in CS2. The drawback of that approach as in here too, is that this is completely manual and a person has to do it. Also everybody makes mistakes, and here we can see an example of that. It's a completely normal occurane, and infact CS:GO's Battle Royale maps had the same problem, but since CS:GO doesn't use any Cell Shading, it only uses this trigger so that objects behind don't render. So you can of course see a problem with that if someone misplaces the trigger and an object that should be visible on your screen is now completely invisible. Cool stuff tho, to see the normal render of link, without the extra effects.
@fluorideP9
@fluorideP9 3 ай бұрын
Now if only I knew how they coded these zones
@noidea5597
@noidea5597 3 ай бұрын
When are you gonna make another video?! Yours are just so good at explaining these techniques understandibly! I am especially interested in indirect lightning and how games that have less powerful hardware deals with that. I hope you're okay :)
@MultiZylen
@MultiZylen 3 ай бұрын
the trailer is from 2002 not 2005
@user-bj7ly5mz8t
@user-bj7ly5mz8t 3 ай бұрын
I love toon link his cute 😊
@MiklosHajma
@MiklosHajma 3 ай бұрын
to be fair in the '90s we all did something like this. In a software 3d engine you were rendering triangles on a scanline basis most of the time, and you interpolated the surface normal for each pixel. You defined an arbitrary sun vector and the dot product of the normal and the sun vector can be used to index the "texture" (well, more like a lookup list) for shading. You were able to do pretty nifty trick with this, not only toon or diffuse shading.
@Ferien7
@Ferien7 3 ай бұрын
This was not explained well. Waste of time
@MutambaBrazil
@MutambaBrazil 3 ай бұрын
Wow. Amazing deep dive! But hey, anyone know how the day and night cycle works here? The clouds movement? ...
@Jonathanalcerro08
@Jonathanalcerro08 3 ай бұрын
Its so cute toon link ❤
@kolupsy
@kolupsy 3 ай бұрын
at around 17 minutes, how is it possible to accurately do point lighting without having position information? you claim that it only takes the color and normal buffer but in that case, the localized point lighting especially on the floor should not be possible. how does that work?
@hibye4062
@hibye4062 29 күн бұрын
He simplified it, but in games there's also a depth buffer which shows how far away each pixel is on the screen, which is how he did it.
@mr_rowboto
@mr_rowboto 3 ай бұрын
Came in looking for copper, but found the most pure gold. I wasn't expecting the most crystal clear rendering class I've ever seen.
@floyddog2283
@floyddog2283 3 ай бұрын
Hope this guys back soon we need him
@tahliacarver4830
@tahliacarver4830 3 ай бұрын
i literally have dreams about the start and end to slimy springs
@autotune1835
@autotune1835 3 ай бұрын
This is really good, never knew textures could be so complicated and used in so many different ways! What sort of editor can create displacement maps, and add them to an existing texture? 🙂👍
@WD_RatLad
@WD_RatLad 3 ай бұрын
16:27 as someone who enjoys 3D modeling, this puts a smile on my face.
@dereksavage8728
@dereksavage8728 4 ай бұрын
This is called Level of Detail. Games use it to save on resources by replacing objects and terrain with lower quality versions of that object the further they are from the player. It is usually triggered too far away for you to notice the lack of detail. For example, far away trees in TOTK and BOTW are just 2d images.
@theslimbin
@theslimbin 4 ай бұрын
this is one of the best expenations of differed rendering I've heard
@lordtimmy1472
@lordtimmy1472 4 ай бұрын
Is there a way you could look into Zelda Ocarina of Time’s twisting room in the forest temple and how it’s done? I cannot find anything about this :,)
@antiquechrono
@antiquechrono 4 ай бұрын
Ridge Racer is probably doing a common trick for the time. When I was writing a battle map viewer for Final Fantasy 7 I figured out the way the game looks "lit" is that they use unlit textures and then apply a greyscale color to the vertices that when blended with the textures gives the appearance of lighting without having to actually do the lighting calculations.
@Straightforward-iPhone-Tips
@Straightforward-iPhone-Tips 4 ай бұрын
Innovative considering how old this game is
@_carpainterr_6824
@_carpainterr_6824 4 ай бұрын
For some reason I keep coming back to this video. It’s been several years since my first watch and it still entertains me. Hopefully soon you will make new videos
@literallymalware
@literallymalware 4 ай бұрын
I very much enjoy the anti-spoilers. Good short I appreciate you
@OtakuNerd94
@OtakuNerd94 4 ай бұрын
This also reminds me of Mega Man Legends on PS1
@OtakuNerd94
@OtakuNerd94 4 ай бұрын
In other words it just a 1999 Jet Set Radio cel shaded style game rip off
@kalekidsav
@kalekidsav 4 ай бұрын
They tried to fix this in totk and the funniest thing is there’s a few shards left where you can still do it if you fight the camera