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The author noted that this approach might be workable for a "real" game with smaller textures -- the biggest levels of detail for textures in the demo are 1024x1024. (And, I don't think the author mentioned this explicitly, but the demo is running in hires mode which could be dropped for a game)

His approach might be feasible with smaller textures and still represent a visual upgrade over the typical N64 "blurry mess"



> typical N64 "blurry mess"

At least N64 had correctly-projected textures.

PlayStation had sharp pixelated textures that were incorrectly mapped onto 2D triangles (they didn't account for depth).

So N64 was blurry but correct. PlayStation more aptly deserves the "mess" descriptor.


For the disk limit, what about procedurally generated textures?




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