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How are toon shading and dynamic shadows possible on the N64? 

James Lambert
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28 сен 2024

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Комментарии : 185   
@Sauraen
@Sauraen Год назад
Hi! You said that cel shading was not used in any N64 *games*, which is true AFAIK, but we used it in Triforce% OoT ACE Showcase for BotW Link and Zelda. It is a completely different technique which does not require an 8-bit or color index framebuffer. Custom microcode moves the light intensity from shade color to shade alpha, and then alpha compare is used to draw or not draw the pixels based on whether the light level is above or below a threshold. Triangles are drawn once per cel level, and the combiner is used to tint the cel levels differently for the lighting and to invert the shade alpha if needed. glank and I developed this cel shading implementation in October 2021, before your video, but we didn't release it until July 2022 along with Triforce%, so you did publish first. Wiseguy also developed a completely different cel shading implementation around the same time, but never released it. It uses textures and CPU modification of ST coordinates which is much less flexible and efficient.
@Sauraen
@Sauraen Год назад
Here is a video of the cel shading from December 2021: youtu . be/dbRklrBvzXM Here is the main Triforce% video: youtu . be/2x_pqyrf9lA
@orangehatmusic225
@orangehatmusic225 Год назад
Inverse matrices for the win.
@ETXAlienRobot201
@ETXAlienRobot201 Год назад
i was curious how exactly those microcode patches actually worked!
@dialog_box
@dialog_box Год назад
@@Sauraen oh that's a smart way to get around youtube's url suppression. just put it a reply instead of the main comment
@ZanaGBYT
@ZanaGBYT Год назад
Honestly it would have been a great showcase if y'all did not lie about what it was until the very end. Being honest hurts nobody. lying to an audience of millions about what the "restored content" is until the end of the run, on the other hand...
@pleaserespond3984
@pleaserespond3984 Год назад
"Doesn't work on emulator" is a sure sign you're doing something really cool with the hardware.
@flintfrommother3gaming
@flintfrommother3gaming Год назад
Or maybe it's that Project64 is an emulator stitched together by game only pathces.
@xdanic3
@xdanic3 Год назад
@@flintfrommother3gaming I wonder if it could work with a graphic engine that uses software renderer
@ikannunaplays
@ikannunaplays Год назад
@@flintfrommother3gaming That's correct, it doesn't emulate hardware it emulates the result of the code. The N64 emulators that were attempting to emulate actual hardware have died off due to the popularity of the former.
@MelodyGoad
@MelodyGoad Год назад
@@ikannunaplays Not entirely. Right now, the most accurate n64 emulator is neither mupen64plus nor project64, but instead another emulator, called ares. ares's n64 core was started by the late Near, known for also creating bsnes. ares is FAR more accurate than any other n64 emulator out there, to the point that it's the only n64 emulator that can emulate n64 linux. not even cen64 can do that lol
@ikannunaplays
@ikannunaplays Год назад
@@MelodyGoadI was unaware of Ares, but good to know. It does seem very promising, but as with the high accuracy of emulating hardware vs emulation of the effects of the code comes high computational requirements. The reviews say there are many games that slow down very badly, but that's to be expected as emulating hardware would require a machine 1000x more powerful than the original machine itself. Though in around 2008 there were many N64 emulators attempting to emulate the hardware that performed equally as well and this tells me that Ares may not be using the multi-threaded approach as the clock speeds on PC's then is about on par with PC's now and thus the the performance would be about the same. It's still an early development but I would hope using the multiple cores of modern CPU's would be implemented as that's the only way to get performance gains though it seems they've adopted the single threaded linear approach for now.
@UltimatePerfection
@UltimatePerfection Год назад
Actually, I have read somewhere that SM64 originally was to have dynamic shadows, but the players found jumping confusing so a decision was made to remove dynamic shadows and light everything from the top, having the "blob" shadow under Mario to help aim the jumps.
Год назад
The newer Mario games most definitely do have dynamic lighting, but they keep an extra shadow exactly below Mario for jumping purposes. It's interesting how in Mario Galaxy, this shadow's calculations are part of the whole gravity calculations because where Mario will land is affected by gravity.
@DanielSavageOnGooglePlus
@DanielSavageOnGooglePlus Год назад
I feel as though every idea for a N64 game I think up has a moment where I coldly ask myself “will the fillrate be okay?”
@harrydsgn
@harrydsgn Год назад
Wish we had gotten more late era N64 stuff that looked like this! Definitely reminds me of a much more technically impressive Doubutsu no Mori
@takacsadam2850
@takacsadam2850 Год назад
i like the art style, much better than *slap a random generic toon shader on top of everything* since yours has character and everything. it never looks off and the character light is also a nice touch
@C.I...
@C.I... Год назад
Love the video and what you're doing on the ol' 64. I couldn't help but notice the interlaced comb artifacts on the footage, though. I imagine you could get rid of those by de-interlacing the footage and rendering at 60fps, then it would look even better!
@darkowl9
@darkowl9 Год назад
I'm not sure if cel shading wasn't done as much because of technical limitations so much as no-one really tried it. IIRC, Jet Set Radio on the Dreamcast was one of the first, if not the first, games to use cel shading as a style, at least as we see it today. I think there were a few earlier PS games but not to the same graphical extreme as JSR.
@DommoDommo
@DommoDommo Год назад
Game looks cute as hell, you all did a fantastic job.
@JoSilverNG
@JoSilverNG Год назад
Ahhhhh, bullying hardware/software in to doing things it wasnt meant to do, honestly my favorite passtime.
@DougSalad
@DougSalad Год назад
Amazing work, I'll definitely be popping this one in the everdrive! :)
@MCgranat999
@MCgranat999 Год назад
The player shadows are super important. The first thing I've checked, looks great!
@mantax55
@mantax55 Год назад
I wish Quake’s (in GLQuake at least) original shadows were updated to your technique. (enabled by using r_shadows 1)
@loganmahoney2284
@loganmahoney2284 Год назад
Man this is amazing. Good work.
@dyscotopia
@dyscotopia Год назад
And this is how you get lit at a game jam
@PhillipsAlbright
@PhillipsAlbright Год назад
Hey, I saw yall's game shown off at the Oak City indie games event and now i see this recommended to me on youtube. Really cool stuff and I had a great time trying out your games, the Telelocation one also being super fun. Edit: Just realized you are the portal n64 guy, I've been following you for a while and didn't realize you were local, small world.
@lamenwatch1877
@lamenwatch1877 Год назад
Beautiful. Just beautiful.
@thrashvictim6591
@thrashvictim6591 Год назад
What a time to be alive as a huge n64 fan
@Fixaah
@Fixaah Год назад
FightAgainstTheAlgorithm
@Visleaf
@Visleaf Год назад
Very impressive!!
@NoReverse77
@NoReverse77 Год назад
One of my favorite racing games is pixel shaded and I love it.
@davidpyne6414
@davidpyne6414 Год назад
You are a god! this is amazing, keep up the amazing work you do. thank you so much!! :D
@gky93
@gky93 Год назад
Hi, thanks for your video ! I managed to use the Dynamic shadows technique, that you used for your game, on a casio graphical calculator.
@sebastiangudino9377
@sebastiangudino9377 Год назад
The shadows on the player effect are indeed so subtle that most games actually ignore them! Two famous examples are Wind Waker HD and Genshing Impact. Those games run in hardware that would make shading the character trivial. And yet they do not! They do REACT to lighting. But they only change the color pallet, they dont really cast the corresponding shadow on the player model. The resason is not only to save the unecesary computation during rendering, but the fact that in general ignoring shading produces a more appealing result! Of course thar doenst mean the effect should ALWAYS be ignored. Zelda BOTW does cast shadows on Link! And the result is quite nice. But is also ignores shadows in some other entities for stylistic purposes. Deciding what to shader and what not to shade is always a very intresting question. And i feel like in a game that is pretty much an excuse to showcase a bunch of cool lighthing methods and hacks in hardware that did not support it, then doing the shading was absolutely the right call!
@D_VAULTZ
@D_VAULTZ Год назад
i noticed it straight away, sick.
@shadowman_390
@shadowman_390 Год назад
Awesome, really enjoyed de video.
@MapSpawn
@MapSpawn Год назад
I'm a Half-Life modder and the word "Lambert" in these terms meant full bright lighting, no shadows.
@Myako
@Myako Год назад
Looks incredible, great job! 👏🏻👏🏻👏🏻💪🏻💪🏻💪🏻
@numberoneappgames
@numberoneappgames Год назад
Loved your work on the N64.
@redfoxbennaton
@redfoxbennaton 9 месяцев назад
Toon shading was possible on N64. It was available on Toy Story 2 level selections and should have been more available.
@fantasmashy
@fantasmashy Год назад
the snowman in paper mario 64 used cellshading
@xneoken
@xneoken Год назад
Very informative video! I hope to see more!
@l-l
@l-l Год назад
Awesome!
@pastiesandagstring
@pastiesandagstring Год назад
Hello. Recently found your channel. I’m so excited about the portal 64 game. It looks so great. Better than the ds version which was pretty great version as well. Im lazy and don’t want to compile it right now though lol. Least not til it’s more complete. I checked this out in the mean time. I have it running on provenance for iOS which uses mupen for its core. It seems to work but I just wanted to know is the first level supposed to be black and white? Or is this a glitch with the emulator?
@brandonlunchbag
@brandonlunchbag Год назад
no that subtlety helps sell it. good call
@galaxygod9262
@galaxygod9262 Год назад
I did a speedrun for this game a few months ago, it’s 13 minutes flat so anyone else who wants to try just know it’s not a long run at all!
@Ficehdulah
@Ficehdulah Год назад
Hey is there a similar scene for GameCube? Very interested in what people can pull off on that console as well.
@RADkate
@RADkate Год назад
might aswell go all the way and implement pbr next haha
@ManecoSonic
@ManecoSonic Год назад
Please give the Sega Dreamcast some love too!❤
@asmithgames5926
@asmithgames5926 Год назад
Impressive!
@renakunisaki
@renakunisaki Год назад
I'm curious now, how it would look if you made the palettes gradients instead of repeating the same color 3 times.
@josiahjack455
@josiahjack455 Год назад
This video is lit. Err....shaded, whatever, it's cool
@WannabeMarysue
@WannabeMarysue Год назад
cute looking game
@emptyedits.
@emptyedits. Год назад
Hey if possible could you link me to resources for learning about development for the n64?
@CYON4D
@CYON4D Год назад
Awesome.
@Xale007
@Xale007 Год назад
Black Magician here
@pontusedberg
@pontusedberg Год назад
will portal n64 support portal nvidia's Raytracing next?
@terrordisco2944
@terrordisco2944 Год назад
You did the programming in InDesign?
@coloringontheline
@coloringontheline Год назад
Incredible as always! I'm so stocked for more updates on Portal 64. If I wanted to check out the game. What does one recommended I do to play it on n64?
@pix06pix06
@pix06pix06 Год назад
You'd wanna grab an everdrive cartridge
@Shnowz
@Shnowz Год назад
you know you watch too much youtube when you understood everything in this video but haven't written a line of code in your life
@omarcortes88
@omarcortes88 Год назад
Neat
@sophiad4297
@sophiad4297 Год назад
It's work! Thx u so much
@krmu7068
@krmu7068 Год назад
Neat!
@rebornreaper194
@rebornreaper194 Год назад
What is a "scissor box"?
@toasterenthusiast6188
@toasterenthusiast6188 Год назад
Lit 👌
@yohhh6715
@yohhh6715 Год назад
cool
@WikiPeoples
@WikiPeoples Год назад
why show no code :( ?
@guybrush3000
@guybrush3000 Год назад
killer shit
@pikgears
@pikgears Год назад
they aren't
@girlsdrinkfeck
@girlsdrinkfeck 9 месяцев назад
thats how bad fur day did conkers shadow , old/bad emulators show it as a grid or black square too
@Art1stical
@Art1stical Год назад
You say lighting on the player is so subtle is not noticeable. Believe me, it's noticeable. As an environment artist myself, those subtle details that you think nobody notices, are exactly the ones that ground a scene together. If you don't have those subtleties, something would feel off and people would notice, even if they don't know exactly what's missing. So, you taking the time to do it is wonderful. Fantastic video!
@renakunisaki
@renakunisaki Год назад
I draw character art with vector graphics. Sometimes I'll add a shadow or light and then blur it so heavily, you can barely even tell it's there. But if you delete it, the difference is night and day. Sometimes the things you think you can't even notice are very important.
@inthefade
@inthefade Год назад
As a painter who gets lots of compliments on my rendering, I agree 100%. Some people can render well enough, but often won't go the extra mile to include these kinds of "barely noticeable" lighting effects, & everything ends up looking disconnected.
@-mw.
@-mw. Год назад
I love the jank on pixel lighting by just repeating the values 3 times. That's the best way to game jam.
@C.I...
@C.I... Год назад
It's not jank if it works :D
@thezipcreator
@thezipcreator Год назад
@@C.I... I think it's possible for things to be jank and work at the same time
@jackthehacker05
@jackthehacker05 Год назад
@@thezipcreator I'm pretty janky and I work almost just fine.
@ReyndOut
@ReyndOut Год назад
Well, didn’t stop Super Mario 64 😂
@GavinandthePiano
@GavinandthePiano Год назад
Underrated as hell, you’ve got some excellent chops as a programmer and it’s so cool to see someone push n64 like this with really creative ideas
@sporks5000
@sporks5000 Год назад
"You probably didn't even notice the effect on the player..." THE FIRST thing I noticed and WAS BLOWN AWAY BY was the shadows on the player. HOLY WOW, dude.
@OLDmanBOB
@OLDmanBOB Год назад
i know, it was the first thing i noticed.
@meetsys
@meetsys Год назад
so cool to see a n64 can handle toon shading + shadows while keeping the frame rate higher than 0
@3of12
@3of12 Год назад
Yeah the more I learn about the subject the more its becoming apperent the programming that was used back in the day was very inefficient and there is so much potential for improved performance on old consoles. There is a project on RU-vid about making Mario 64 run at 60 fps on original hardware.
@Aeduo
@Aeduo Год назад
@@3of12 The game production industry seems rather harsh, and it was probably no better back then. Just get everything done as quickly as possible. Obviously plenty of great games came out of it, but it's neat what people can make given a genuine passion for it.
@LeadHeadBOD
@LeadHeadBOD 8 месяцев назад
​​@@3of12 admittedly, all of this is being done with 20 years of hindsight and time to experiment. The original developers probably could have done something very similar, but the reality is they had to publish something RIGHT NOW. Additionally, while the original developers had access to N64 documentation, it was basically up to themselves to create something from nothing. Information access these days is so much more widespread, not to mention that we have access to code from different studios with unique approaches. Even exceptionally good programmers like John Carmack have gone on to point out deficiencies in their code multiple years later with the notion of "I have no idea why I did this, it can be done way more efficiently like that".
@PixelPipes
@PixelPipes Год назад
Really really cool! This looks so unlike anything else on the N64 (including the unfiltered textures) that it sort of mentally registers as something else entirely.
@phirenz
@phirenz Год назад
Interesting, not the technique I was expecting. I was expecting a threshold lookup texture and a modified microcode to feed the result of lighting calculation into the UV coordinates. It's a shame 2cycle mode doesn't let you specify two sets of UV coords, then you could use one set for the toon shading lookup texture, and the other for actual texture data and multiply them. Means this lookup technique can't use texturing, unless you do multiple passes.
@kylespevak6781
@kylespevak6781 Год назад
The game looks like a PS1 Wind Waker, if that makes sense
@williamist
@williamist Год назад
yay more n64 videos! always love your stuff :D
@irkandcrew
@irkandcrew Год назад
But how'd ya do on the contest?
@VariaPrime
@VariaPrime Год назад
their team got first place!
@irkandcrew
@irkandcrew Год назад
@@VariaPrime oh sick!
@someoneelse1534
@someoneelse1534 Год назад
Really impressive that this was one of the only "finished" games in the jam, as well as pioneering new techniques.
@HaveYouTriedGuillotines
@HaveYouTriedGuillotines Год назад
The lighting on the player was one of the first things I noticed because I don't remember seeing that in any N64 game I played growing up. Your lighting makes the game look more like it's a PC game from that era.
@VoonNBuddies
@VoonNBuddies Год назад
What a creative solution given the limitations! It's kind of crazy that this look (which is beautiful by the way) was possible on the N64 but just, like, hadn't been invented yet. Like this was just complicated enough that no one thought to do it but is still possible if you already know what the end goal is.
@mrhs5220
@mrhs5220 Год назад
It's so exciting to see the advances that are being made in the N64 homebrew scene. I hope that someday we will see some brand-new limit-pushing games like we have on the Genesis now.
@Hito_kun
@Hito_kun Год назад
Could Mega Man 64 be considered toon shaded ? It immediately came to my mind when talking of N64 with "cartoon" graphics. Still, this is on a league of it's own. Amazing work.
@kez963
@kez963 Год назад
How long time did you spend making this game? :D
@axelguizar1
@axelguizar1 Год назад
quality content, thank you
@orangehatmusic225
@orangehatmusic225 Год назад
Inverse matrices for the win.
@DanielTRBeats
@DanielTRBeats Год назад
Esse vídeo vai ser histórico, e estou marcando a minha presença aqui
@JuanesChiwirosky
@JuanesChiwirosky Год назад
Thank you very much for sharing those techniches, it is really awesome to see that kind of stuff running on the beloved N64
@SK83RJOSH
@SK83RJOSH Год назад
Well, the low precision color buffer was my first guess so the rest of this was unfortunately not that exciting. 😅
@guyug6940
@guyug6940 Год назад
Ratio
@stephencooper3067
@stephencooper3067 Год назад
I'd love to see a full platformer from this. The animations look incredibly smooth and and full. You say the shadow on the player was subtle but i think i was drawn to how good the character looked moving and i think the shadows played a large part in that even if it was subconsciously. It may be a small piece on its own but without it the larger whole would be incomplete, or at least thats my take!
@Aeduo
@Aeduo Год назад
Neat to see what could've been on the N64 had something been given as much time as it needed. Although modern tools and techniques seem to help too. This almost looks like something that could've been on Dreamcast or something.
@esmooth919
@esmooth919 Год назад
Wasn't this kind of lighting possible on the original PS1?
@Timmzy27
@Timmzy27 Год назад
Great work my man 😊
@NonTwinBrothers
@NonTwinBrothers Год назад
👍
@NoVIcE_Source
@NoVIcE_Source Год назад
woah
@madmax2069
@madmax2069 Год назад
1:52 that crack probably doesn't help..... Joking aside, well done, you're doing what once was thought impossible possible.
@MasterNinjaKF
@MasterNinjaKF Год назад
Awesome! I want develop games for N64 too
@ivonnatrolue6747
@ivonnatrolue6747 Год назад
I clicked on this video because I'm pretty high at this moment. I wouldn't click on it otherwise. But I just want to say I appreciate when people get into their niche interests. Cool shit.
@kenh6096
@kenh6096 Год назад
Great work, Loving seeing what you are getting out of the N64.
@ndavid42
@ndavid42 11 месяцев назад
The game looks fun! Reminds me of Wilmot's Warehouse feat. Overcooked :)
@erockbrox8484
@erockbrox8484 Год назад
I don't like games where I'm taking orders from people because I already do that enough in real life.
@valentinorubio703
@valentinorubio703 Год назад
can't stop noticing that the stone tables are using the bedrock texture from Minecraft
@danielboigenzahn9565
@danielboigenzahn9565 Год назад
Loved the tutorial man this thing is legit 100% !! althogh i wish if theres a way you can do it on computer
@sirp0p0
@sirp0p0 Год назад
Funny enough, it looks like a DS game with those effects. Pretty neat.
@skeleton_craftGaming
@skeleton_craftGaming Год назад
You my friend our wizard
@danieleguercia6483
@danieleguercia6483 Год назад
Riders on the storm!! This is incredible! Subscribed
@cvabds
@cvabds Год назад
Tou should create a game using templeOS
@JamesTDG
@JamesTDG Год назад
Tbh, once portal 64 is made, we need half life 64 next
@z3rs4l
@z3rs4l Год назад
I wouldn't be surprised if you're the most experienced n64 dev currently, lol.
@diribigal
@diribigal Год назад
I think kaze might win, but they both have specialties
@MBCollector672
@MBCollector672 Год назад
@@diribigal imagine if they worked on a project together
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