|SIGBOVIK 2016: Snacks, 3D Zelda
(02 Apr 2016 at 12:57)
| Sup team! Yesterday was SIGBOVIK 2016, and as usual I had some entries that were more work than warranted by a joke conference.
The minor work was Reordering the Snacks is Effective and Just, which concerns an operational and ethical question in office snack behavior. Probably not worth it unless you go for the deep cuts.
The thing I poured a month into is The glEnd() of Zelda, which is a hack to automatically emulate NES games in 3D. I spent a lot of time crafting a video demonstration and explanation with my typical non-SAG "acting", which even seems to go over well with non-nerds:
Click here for Automated 3D NES
I sort of ran out of time on this one, so I hope to have some more refinements to the code and to then post a download in a more user-friendly form. But you know how these things go!
|Hey Tom, so i have been working with playfun for quite a while, and its great fun, however, i only have one simple question: How on earth do you use scopefun?
|I think you just run it with the same kinda config file you'd use for playfun. It just outputs a bunch of PNG files and WAV audio that you assemble into a movie. Not much reason to use it unless you're making YouTube videos!
|Awesome! Is there any clever GL stuff involved or is it just drawing textures on quads? Nice camera swings btw.
|Nope, the GL stuff is all very simplistic, except maybe that it is nontrivial to create all these textures at 60fps. 3D fanciness seems to be covered well by other projects in this space.
|Tom, you should see this:
it's another 3D version of Zelda! Though this one, unfortunately, was made as a standalone. But it's still really interesting to see another persons take on the best Zelda game of all time
|Boo on Hodgman's response. These are important Qs.
|Hey. That was a really cool video and I wish you would do more. I really liked your humor and the technical info.
|Thanks Alan! :) I plan to make some more so stay tuned.
|I watched this video, and I saw potential for other emulators that use 2d sprites with filtering.
I was wondering if Super Sprites could be used in someway to help get rid of the seems in N64 emulation caused by biliner filtering.
From what I understand is filtering is applied before they are put together as one sprite, and your super sprite idea may help developers of GLideN64 make a better plugin in terms of 2d sprite filtering.
is this something that you are interested in commenting about?