In a sense the pastiche nostalgia reminds me of the 80s retro boom. It is way over the top to the degree that nothing back then looked or sounded like that. It was more low key and subdued.
For that reason, I'm out.
https://x.com/de5imulate/status/1947024682118488116
I am not sure this project is capturing the strangely compelling sense of scale shown in that GIF, but it's nice to see someone taking a shot at it.
I had an idea a little back about using hand-drawn mipmaps (.5x, 1x, 2x, etc) scales for sprites, with some method for nearest neighbor, (e.g. with a 3x scale taking pixels from the 2x and the 4x scale). I imagined I wasn't the first to have that idea, but it was just a passing thought. I wonder if OP is doing anything like that?
Anyways, very neat.
If you go frame by frame, the texture becomes more detailed, about 8x as many pixels. It looks like a normal LOD switch as the camera gets close to the wall. It might be a texture without enough in-between scales.
Voxels is quite different: the world is made of cubes of 1 size or various size cubes (any texturing method can apply here, or without, some even use gradient shaders on the cubes).
So you get that pixel art vibe, mapped into the 3D world with smooth movements. The 3D window isn't made of stairs.
In this case, this is done "properly". Because some developers just use normal geometry, normal texturing with bilinear filtering, and slap a post processing shader on the camera view, which makes the view "blocky" without the world actually being blocky - which is cheap, and typically looks cheap.
rappatic•2h ago
vunderba•2h ago
Interestingly there was a paper from a few years back where they found that a participant's commitment was found to diminish in the long term if they prematurely shared their goals.
https://psycnet.apa.org/record/2009-06873-015
Aeolun•1h ago
zdc1•27m ago