Every time I stumble upon this I end up losing an hour.
The Rare era Nintendo 64 games are particularly interesting from a graphical stand-point, as Rare really got the most out of the N64's limited texture cache by blending textures with vertex colours.
In Banjo-Kazooie its mostly for used as a primitive baked-lighting (Mad Monster Mansion being a great example of this.) But by the time you get to DK64, they're really working overtime to leverage vertex colours to add variety to the textures and help blend texture edges.
People refer to N64's blurry textures as its signature look, but I think what Rare did with vertex colours is really what most people think when they remember back to the N64.
(Would love to see GoldenEye or Perfect Dark maps added to this site.)
I started learning Blender recently to have a play with throwing something on my blog with Three.js (we're a long way from that), but I appreciate now how you want to remove as much geometry as possible that isn't visible to the user to give the impression it's all very much there and solid, but presents the actual bare minimum to look right[0].
Anyone got example of levels with cool stuff hidden outside of the player area that can't be accessed while clipping is enabled? I remember some stone tablet with credits, in some game, in an "Aztec" area/level many, many years ago, don't remember which game though.
This is actually wild. I have no idea how this works. Does it somehow emulate the rendering engine of each of these games to render the map? The water in Half-Life 2: Lost Coast is just how I remember it. Very cool.
Noclip's creator Jasper has some great deep-dive video essays on game deconstructions over on their yt channel, as well: https://www.youtube.com/@JasperRLZ
Oh, that is SO cool. I love that, I love that! This was everything I hoped it would be. Thank you for this amazing stuff. Truly immersive imagination inspiration :)
Mario Kart 8 Deluxe -> Bell Cup -> GBA Ribbon Road is my favorite, you can see how small the track is compared to the whole room and how much detail there is out of bounds!
The Rare era Nintendo 64 games are particularly interesting from a graphical stand-point, as Rare really got the most out of the N64's limited texture cache by blending textures with vertex colours.
In Banjo-Kazooie its mostly for used as a primitive baked-lighting (Mad Monster Mansion being a great example of this.) But by the time you get to DK64, they're really working overtime to leverage vertex colours to add variety to the textures and help blend texture edges.
People refer to N64's blurry textures as its signature look, but I think what Rare did with vertex colours is really what most people think when they remember back to the N64.
(Would love to see GoldenEye or Perfect Dark maps added to this site.)
Anyone got example of levels with cool stuff hidden outside of the player area that can't be accessed while clipping is enabled? I remember some stone tablet with credits, in some game, in an "Aztec" area/level many, many years ago, don't remember which game though.
[0]https://noclip.website/#mkwii/beginner_course;ShareData=APu}e9y:oa8[qXpUFsE~WAK4bQ!l|bUooMfUPaItV]lVR9GC@bT{ZRK936MkWP
This one is kept up-to-date with the state of the game world. Even includes full NPC locations and animations.
I wouldn't say it emulates so much as implements a renderer for each game. It's totally nuts.
Always remember, folks: the best feature request is a pull request ;)
I can almost hear the trip-mines going off in boot_camp.
Great project !
Interesting to see the speed at which levels load.
The old N64 levels are almost instant, and still look amazing.
2023 https://news.ycombinator.com/item?id=37043934
2021 https://news.ycombinator.com/item?id=27902949
2019 https://news.ycombinator.com/item?id=19232022