90s_dev a day ago

Limitations demand and produce extraordinary creativity. That's the secret behind pico8 and Animal Well and so many amazing games.

I wish I didn't think of a significantly better architecture for my 2d-pixel-art-game-maker-maker this weekend. Now it'll be another month before I can release it :(

  • jebarker a day ago

    What were the limitations for Animal Well?

    • 90s_dev a day ago

      - 320 x 180 screen size for starters

      - Limited map size

      - Limited color palette I think

      - and more!

      • jebarker a day ago

        Were those imposed as artistic choices rather than due to hardware limitations etc? I just asked because it shipped on PC and the major consoles, so any limitations seem like they were by choice.

        • 90s_dev a day ago

          Yeah he talks about how it was a choice he made simply so he could get stuff done and have some end in sight.

  • 01HNNWZ0MV43FF a day ago

    Limitations, and, popularity

    • 90s_dev a day ago

      Popularity comes from utility. Utility comes from the right trade offs. Limitations demand careful trade offs.

      • 01HNNWZ0MV43FF a day ago

        The tradeoff was that the N64 was cheap and had Pokemon on it

Dwedit a day ago

This is new stuff, not stuff done during the reign of the N64.

  • corysama a day ago

    Around the end of the PS2’s lifetime, some engine dev friends of mine figure out to do palletized spherical harmonic lighting on the PS2. That was pretty straightforward.

    What was tricky was a separate technique to get real cubemaps working on the PS2.

    Unfortunately, these came too late to actually ship in any PS2 games. The SH trick might have been used in the GameCube game “The Conduit”. Same team.

    • OCASMv2 a day ago

      > What was tricky was a separate technique to get real cubemaps working on the PS2.

      Any details on that?

      • corysama a day ago

        If you lay out a cubemap as a 2d texture that looks literally like https://www.turais.de/content/images/size/w1000/2021/05/Stan... it's not hard, given the VU1-based triangle processing (like proto-mesh-shaders 25 years ago), to set the UVs of triangles independently to use the correct square even in the case of dynamic reflections. This doesn't do per-pixel spherical UV normalization. But, with a dense enough mesh, a linear approximation looks good enough.

        Except... The triangle UVs will often cross over between multiple squares. With the above texture, it will cross over into the white area and make the white visible on the mesh. So, you fill the white area with a duplicate of the texels from the square that is adjacent on the cube. That won't work for huge triangles that span more than 1.5 squares. But, it's good enough given an appropriate mesh.

        Probably would have been better to just use a lat-long projection texture like https://www.turais.de/content/images/size/w1600/2021/05/spru... Or, maybe store the cubemap as independent squares and subdivide any triangles that cross square boundaries.

Sharlin a day ago

I'm sure they were but, as noted, this specifically is 2025 stuff, and demoscene, not gamedev.