MAR1D: First-Person Mario
121–130 of 168 posts
Re: MAR1D: First-Person Mario
#122Well, we see the world as a 2d projection BUT we (usually) have 2 eyes so we have some amount of 3d-info. Maybe mario has 2 eyes too, which would give him some amount of 2d-info. (Just like an MRI can construct a 2d slice from 1d info). So the first person game should have maybe a depth info on those pixels. What I mean, mario does not see only a line. He sees a silhouette of what lies ahead of him.
Re: MAR1D: First-Person Mario
#123Something I've never understood about 2D/Flatland as a "visual" idea: In the case of this Mar1d, if I'm on the X-axis, and can only see the Y-axis, wouldn't any amount of detail in the Z-axis constitute a 3D image? The Y-axis stretched even a single "pixel" along Z would make it 3D, right? Similarly, for Flatlandia: If I'm a 2D square on the X-axis, and can see "around" me on the Z-axis, wouldn't my ability to see an…
A thing photographers / image-effects people think about a lot: pixels aren't little squares; they're sample points . If you've ever played around with graphics-rendering — UV coordinate sampling, convolution, etc — then you know that you can think of a (2D) raster image as really being a grid of samples of what color you get when you look at the UV coordinate represented by the center of that grid-point on some unde…
Cameras integrate lightfall over an area, and though consumer formats munge that data, they surely do not do so in a way that is best approximated by a zero-width point sample.
Pixels on most modern displays, albeit not those from the era of the famous 1995 paper, have especially at low resolution visible squareness; not as squares precisely per se, but certainly such that a single-pixel diagonal has an overt XY-aligned jaggedness.
GPUs integrate colors over square volumes, to display logical pixels, or rather at least aspire to, with sufficient multisampling or that that approximates it.
And then this especially is so for pixel art, whose modern aesthetic assumed the squareness of pixels not as an unfortunate limitation to be worked around, but as a defining and visually appealing characteristic. Pixel art for CRTs and pixel art for (or reinterpreted through the lens of) scaled display on LCDs are fundamentally different visual targets and assumptions on one need not naively apply to the other.
And even art made for CRTs often does not truly assume point samples, hence why they often look better through CRT reconstruction filters rather than more idealized mathematical ones.
Re: MAR1D: First-Person Mario
#124I'm playing Doom Golden Souls and--aside from gunplay--its platforming feels to me like what SM1 would've been if Nintendo had tried 3D FP before polygonal models were practical.
Re: MAR1D: First-Person Mario
#125Re: MAR1D: First-Person Mario
#126This is neat. I love fun with dimensions like this. This 4D minecraft clone is a similarly fun thing. https://www.youtube.com/watch?v=u8LMyWcKL_c
Re: MAR1D: First-Person Mario
#127Earlier quoted context omitted.
I think it would require one eye above the other to have depth perception in his 2d world. Eyes can’t even be side-by-side as that axis doesn’t exist. Having said that, the human brain is capable of reconstructing a 3d perception with only one eye through learnt understand and interpreting the picture change over time as you move. I image it’s the same for Mario, but in 2d.
> I think it would require one eye above the other to have depth perception in his 2d world. Is his world actually 2D though? Or a 3D world projected down to 2D? The latter is what I would expect.
Re: MAR1D: First-Person Mario
#128Earlier quoted context omitted.
2D Mario doesn’t have two eyes, he has one. If he is drawn with two eyes the second one would be inside his body and would not see anything as it’s view is blocked by pixels.
If we take it further, even the eye "we" can see is blocked by the bridge of his nose, so I doubt he actually sees anything.
Re: MAR1D: First-Person Mario
#129Earlier quoted context omitted.
I think it would require one eye above the other to have depth perception in his 2d world. Eyes can’t even be side-by-side as that axis doesn’t exist. Having said that, the human brain is capable of reconstructing a 3d perception with only one eye through learnt understand and interpreting the picture change over time as you move. I image it’s the same for Mario, but in 2d.
Since his eyes are on the side of his head he should only be able to see the perimeter of his eye sockets, if any light managed to reach them. Mario is blind :(
[1] https://en.wikipedia.org/wiki/Super_Mario_Bros.#/media/File:...
Re: MAR1D: First-Person Mario
#130Earlier quoted context omitted.
> I think it would require one eye above the other to have depth perception in his 2d world. Is his world actually 2D though? Or a 3D world projected down to 2D? The latter is what I would expect.
The specific restrictions on his movement would seem oddly coincidental if he’s in fact in a 3D world that we just happen to be seeing projected in 2D.