←back to thread

300 points LaserDiscMan | 1 comments | | HN request time: 0.001s | source
Show context
zamadatix ◴[] No.46222536[source]
If you like this port, you may also enjoy this ground-up effort to clone SM64 on the GBA https://youtu.be/nS5rj80L-pk
replies(4): >>46223627 #>>46224134 #>>46224191 #>>46224744 #
no_wizard ◴[] No.46224191[source]
While this is cool, it is really hard to look at for me.

Still bravo! I know getting it working and complete is the real goal and it is commendable.

replies(1): >>46224245 #
throwaway314155 ◴[] No.46224245[source]
> it is really hard to look at for me.

What were you expecting?

replies(2): >>46225131 #>>46226436 #
whizzter ◴[] No.46225131[source]
Affine texture mapping is kinda jarring to look at, especially in this GBA port since there is no fixup with huge ground polygons drifting around.

One of the listed features in the PS1 port in the OP article is tesselation to reduce the issues of the PS1 HW affine texture mapper, on the GBA you have some base cost of doing manual software texture mapping but also oppurtunities to do some minor perspective correction to lessen the worst effects (such as doing perspective correction during the clipping process).

replies(2): >>46225250 #>>46226290 #
zamadatix ◴[] No.46226290{3}[source]
The GBA version does actually leverage dynamic polygon splitting in direct reference to how PS1 games used this approach https://www.youtube.com/watch?v=1Oo2CZWbHXw&t=271s

I think the resolution makes it particularly rough though.

replies(1): >>46234971 #
1. whizzter ◴[] No.46234971{4}[source]
Almost felt like the second video (despite being older) looked better in terms of texture jumping, looking closer now the wandering textures actually seems more to be more of an clipping issue than directly perspective correction related.