Noclip.website – A digital museum of video game levels
31–40 of 59 posts
Re: Noclip.website – A digital museum of video game levels
#32Re: Noclip.website – A digital museum of video game levels
#33Every 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 real…
I say this as a slight graphics nerd who loves this shit and plays some games solely to see the visuals they can pull off: I mad respect artists who go the complete other direction, who barely use any "real" graphics tech, to make absolutely beautiful things.
Re: Noclip.website – A digital museum of video game levels
#34Re: Noclip.website – A digital museum of video game levels
#35Re: Noclip.website – A digital museum of video game levels
#36Re: Noclip.website – A digital museum of video game levels
#37This 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.
It's open source: https://github.com/magcius/noclip.website I wouldn't say it emulates so much as implements a renderer for each game. It's totally nuts.
I can wholeheartedly recommend going through his account there and on bsky, lot's of interesting stuff.
Re: Noclip.website – A digital museum of video game levels
#38Re: Noclip.website – A digital museum of video game levels
#39Kidding aside it's really cool, it's insane to me that one can just download the entire map of Most Wanted to their browser in seconds. Some of these maps would make great webgl case studies for shaders and rendering, they're reproduced really well. Also god were they efficient in those days, any polygon that can't be seen from ground level is just removed from the mesh entirely instead of culled at runtime.
I'm glad to have seen this before Nintendo's lawyers load their book throwing catapults.