welp, that segagaga translation was blatant machine translation. undoing that repost. shame. good on them for publishing their tools though
welp, that segagaga translation was blatant machine translation. undoing that repost. shame. good on them for publishing their tools though
I don't usually comment on things but man they were a force to be reckoned with and an inspiration to say the least
so upset about what happened to bluepoint.
Titanfall on Xbox 360 (๐คฏ), the love and care that went into Shadow of the Colossus, MGS HD collection, the incredible (but not perfect I know) work on Demon's Souls, all lead to this?
I just asked my gf 'what's up' and she replies '+z is up' and I'm like
โ [Loud incorrect buzzer]
Sonic Adventure 2 Illustration
SONIC ADVENTURE 2 #SONIC #SONICTHEHEDGEHOG
valentines day card, showing a nokia n-gage and the caption "let's get n-gaged"
valentines day card, showing a casio loopy and the caption "thinking of you makes me loopy"
valentines day card, showing a philips CD-i and the caption "CD-i have a crush on you"
valentines day card, showing a pioneer laseractive and the caption "pioneer laseractive"
...plus the DLC pack
valentines day card, showing a dreamcast and the caption "i think you're dreamy"
valentines day card, showing a wii u and the caption "life would be pain without U"
valentines day card, showing an xbox 360 and the caption "you make my heart do a 360"
valentines day card, showing a gizmondo and the caption "??? what the fuck???"
it's that time of year again
heartwarming: former sonic artist returns with new drawing after getting over long-standing burnout with the series
SONIC 3 AND KNUCKLES ILLUSTRATION
SONIC THE HEDGEHOG 3 & KNUCKLES #SonictheHedgehog #Sonic
SONIC 2 ILLUSTRATION
SONIC THE HEDGEHOG 2 (1992) #Sonicthehedgehog #Sonic
Sonic the Hedgehog (1991) / Sonic 1 Art piece !
SONIC THE HEDGEHOG (1991) #Sonic #Sonicthehedgehog
My Dreamcast asking me to set the date, and showing the Japanese launch date of 27th of November 1998.
"Dreamcast", a haiku
Each day he rises.
Asks me, "Is it still launch day?"
"Yes," I lie. "Always."
anyway that's it. hope you enjoyed epilepsy debug visualizations and gelatin hydrocity
9/9 (damn!)
conceptually, splitting polygons on each scanline isn't hard to grasp or even implement. what IS hard is doing it on the Dreamcast. just getting these scenes to draw without crashing the GPU required doubling the vertex buffer size, and it was barely enough. there's room for improvement tho ;)
8/9
epilepsy warning! rapidly flashing colors!
between colors you can see where an opportunity was found to draw whole 16px quads. quads require 16px-aligned texture coordinates, so they can't be used for subdivisions. instead, polygons (2 tris) are used because they lack that UV limitation.
7/9
epilepsy warning! rapidly flashing colors!
now here's a quick and dirty debug vis for hydrocity. each color running horizontally indicates a subdivision and up to 22 draw calls.
subdivision happens when:
- a tile boundary is hit (16px)
- the distortion increment between lines as changed
6/9
hopefully the difference here survives the video compression. scanline subdivision much better represents the curve of the wavy effect on the water's surface here, and at 480p you get a little bit of subpixel detail for subdivision groups (detailed next).
5/9
next up is stardust speedway. honestly the tile skewing solution doesn't seem so bad in this case, but there is definitely a difference in precision when compared to scanline subdivision for those with a keen eye.
4/9
now here's hydrocity with scanline subdivision. the wavy effect is clearly in tact, although there's some visual bugs because I'm pushing right up against some limits here. the effect COULD be adjusted for tile skewing, but it would be less subtle and imo could disrupt gameplay.
3/9
starting off with hydrocity since the difference is pretty stark. here's tile skewing, which just shifts the top and bottom edges of the tiles. looks pretty goofy in this case.
2/9
just for fun, I put together some comparison clips of tile skewing vs scanline subdivision, plus some bonus debug visualization ๐งต
you'll have to bear with me tho. bluesky only allows 1 video per post, so there's gonna be a lot. upside: more yapping, more nerd details.
1/9
SONIC THE HEDGEHOG CD ILLUSTRATION FEATURING SONIC GOING AGAINST METAL SONIC
SONIC THE HEDGEHOG CD #SONICTHEHEDGEHOG #SONIC
been asked a couple times: yes, one polygon (two tris; hardware quad UV precision is too low) per scanline works, and I have it working! but this scene touches every single line of the screen and overflows the vertex buffer. with more VRAM (wip) it will be possible
tile skewing for scanline distortion approximation is now stable. still just the top and bottom edge, but it's better than nothing! will likely look better at 240p as well (this is 480p)
Prototype Windy Valley
Prototype Windy Valley
Prototype Windy Valley
Prototype Windy Valley
'Prototype Windy Valley' (2018) by ItsEasyActually (SA Mod)
Adds back in the original prototype version of the Windy Valley stage.
https://gamebanana.com/maps/203750
that was jnmartin84's handywork!