Making Graphics Like it's 1993
Posted by sklopec 12 hours ago
Comments
Comment by corysama 8 hours ago
If you want to get inspired by what can be done with palletized framebuffers check out http://www.effectgames.com/demos/canvascycle/ (click Show Options) and the GDC presentation by the artist https://youtu.be/aMcJ1Jvtef0
With that you can fire up https://github.com/mriale/PyDPainter for that classic Deluxe Paint IIe vibe. Or, https://www.aseprite.org/ for something more modern.
Comment by yunnpp 4 hours ago
Comment by pan69 1 hour ago
int s = y*screenRect.w;
for (int x = 0; x < screenRect.w; x++) {
pixels[s + x] = argb(255, frame>>3, y+frame, x+frame);
}Comment by kmill 5 minutes ago
Comment by bellowsgulch 3 hours ago
But maybe a software renderer and SDL_Texture could preserve it?
Comment by rob74 11 hours ago
Comment by badsectoracula 10 hours ago
The Build engine didn't use BSP, it treated connections between sectors as portals and rasterized the walls as (90 degree rotated) trapezoids while performing clipping against those portals. This allowed it to have dynamic wall geometry (e.g. moving trains, rotating light fixtures, etc) as well as "room-over-room" setups as long as you couldn't see both rooms at the same time (in both Blood and Shadow Warrior they found a workaround for it allowing to create more "3D" spaces by making identically shaped sectors with the floor of one sector acting as a portal to the ceiling of the other sector - supposedly this wasn't "natively" supported by the engine, but it was flexible enough for the game studios who used it -without even having access to the source- to do it themselves).
The first level of Duke Nukem 3D does use a few Build tricks - e.g. another one is that sprites can be "axis aligned" instead of following the camera and they can also have collision - this can be used to create rudimentary 3D geometry by treating each sprite as an axis aligned quad and in the first level it is used to make a bridge between two buildings (right before the level exit button).
Comment by kridsdale1 6 hours ago
Comment by ant6n 1 hour ago
If I were to do a raycaster today, I would use convex sectors with portals, basically like duke nukem, but constant wall heights. You can do drawing very simply by just doing a linear pass across the sector, recursively stepping into other sectors.
Then you can at least do arbitrary level geometries.
Comment by bluedino 10 hours ago
Blake Stone Rise of the Triad used later versions of the Wolf3D engine and had textured floors/ceilings
> Doom and IIRC Duke Nukem as well used a BSP engine which was much more flexible
Duke Nukem (Build engine) did not use BSP
Comment by debo_ 2 hours ago
Comment by Grumbledour 10 hours ago
Comment by kridsdale1 6 hours ago
Comment by mrob 5 hours ago
To work around this, people used an unofficial tool to patch the maps to support transparent water:
Comment by classichasclass 5 hours ago
Comment by torginus 6 hours ago
For floors, unfortunately there's no such luxury, and if I remember correctly DOOM subdivided floors into patches, and only did proper perspective at the corners, and interpolated inbetween.
Comment by Jare 5 hours ago
The BSP may have led to some floor subdivisions, especially as it needs convex sectors. I don't remember if the engine would coalesce adjacent floor spans into a single one, but I hope it did.
Comment by torginus 3 hours ago
Comment by tadfisher 2 hours ago
And it looks to me like we are mapping each row with a constant y, calculating the "distance" (thus scale factor) only once using just the vertical slope for the row.
Comment by scrumper 11 hours ago
Comment by Teslazar 5 hours ago
Comment by pragma_x 4 hours ago
I feel like the idea of fixed-point is under-utilized and very under appreciated. There are loads of applications where this is a better choice, let alone more performant.
Comment by dhosek 4 hours ago
Comment by ferguess_k 6 hours ago
Comment by kridsdale1 6 hours ago
I have no idea the names of nearly anyone but a CEO or lead Director in the games industry of the past 15 years.
Comment by ferguess_k 5 hours ago
Comment by mkl 9 hours ago
Comment by HerbManic 38 minutes ago
So while it didn't have custom processors for sprites and background layers it meant there wasn't a rigid fixed function nature to what the PC could do.
By the mid-late 90's with dedicated 3D processor this wasn't an issue any more but there was a brief time in the early 90's where there was this wonderland of unique visual rendering.
Comment by badsectoracula 9 hours ago
Though your extender could make things a little more annoying on that front :-P
(DJGPP and Free Pascal -which use the same "go32" extender by DJ Delorie- do not do a full linear mapping so you need to do a bit more juggling to get stuff on screen there)
Comment by russdill 8 hours ago
Comment by mkl 2 hours ago
Comment by pan69 1 hour ago
Comment by rob74 10 hours ago
Comment by embedding-shape 9 hours ago
It's not that rare, is it? Off-hand, and very mainstream; Perfect Dark, Mirrors Edge, Dishonored (don't remember if it's the first or second one), Metroid and more are all kind of "shooters" with female protagonist, although maybe Mirror's Edge is more just "first-person" than "shooter" to be 100% accurate.
Not to mention the large selection of "RPG + FPS" where you can be either man or woman.
---------
Seems the author also realize the thing with the pattern and likely gender of the cat:
> After all, I do need to give the protagonist his fair share. [image] (Yes, I know it's a female, but call it convention rooted in dialect.)
Comment by wild_egg 9 hours ago
If you tally all the FPS releases in a given year, a supermajority are going to have male protagonists.
Comment by amiga386 6 hours ago
Mirror's Edge has a female protagonist, but it's not an FPS (First Person Shooter). It's a parkour simulator which technically lets you shoot a gun in limited sections of the game, but the protagonist is a pacifist and you get a bonus for decommisioning guns rather than firing them.
If the thread would like some hard data:
- 19,526 games on Steam tagged "female protagonist" https://store.steampowered.com/search/?tags=7208&ndl=1
- 13,578 games on Steam tagged "FPS" https://store.steampowered.com/search/?tags=1663&ndl=1
- 727 games on Steam tagged both "female protagonist" and "FPS" https://store.steampowered.com/search/?tags=7208%2C1663&ndl=...
So it looks like the two categorisations, for the most part, don't intersect.
Notable counterexamples would include Rise of the Triad, Ion Fury, No One Lives Forever, Wolfenstein: Youngblood and Far Cry 6, but definitely rare. You'd be clutching at straws to describe Portal or Alien: Isolation as FPS (they're a puzzle game and survival horror game respectively), likewise the Resident Evil / Clock Tower / Fatal Frame / etc. games with the novelty option of switching to first-person view, they're naturally third-person perspective. Left 4 Dead has one female character out of four you can play. You might count that one DLC for Bioshock: Infinite where Elizabeth gets a shot (https://www.youtube.com/watch?v=1E1lh-pb6Is). You might count the few FPS RPGs that there are with customisable characters (so yes Fallout, but not Mass Effect as it's third-person). But female protagonists are massively more prevalent in survival horror, metroidvania, third-person shooters (Tomb Raider, Monster Hunter, Horizon Zero Dawn, etc) and other genres besides FPS.
Comment by embedding-shape 8 hours ago
Choosing one specific example when I also made more recent ones, isn't such a big dunk you think it is.
> If you tally all the FPS releases in a given year, a supermajority are going to have male protagonists.
Sure, I agree, I'm not saying it's more popular, just that I don't think it's that rare, but I guess ultimately I'm a bit nitpicky (sorry) and we're just disagreeing with the specific definition of "rare".
Comment by EvanAnderson 8 hours ago
Edit: I completed forgot Chell from Portal, too!
Comment by wsc981 7 hours ago
https://unrealarchive.org/wikis/the-liandri-archives/Prisone...
Comment by KerrAvon 6 hours ago
Comment by egypturnash 5 hours ago
Comment by dabluecaboose 9 hours ago
No, this isn't a Perfect Dark game
Comment by kridsdale1 6 hours ago
Comment by badsectoracula 10 hours ago
[0] https://store.steampowered.com/app/1592280/Selaco/
[1] https://store.steampowered.com/app/1693280/Supplice/
[2] https://store.steampowered.com/app/1378290/The_Citadel/
[3] https://store.steampowered.com/app/3371240/Beyond_Citadel/
[4] https://store.steampowered.com/app/2443360/Zortch/
[5] https://store.steampowered.com/app/3807500/Zortch_2/
[6] https://store.steampowered.com/app/1051690/Nightmare_Reaper/
[7] https://store.steampowered.com/app/1785940/COVEN/
[8] https://store.steampowered.com/app/1406780/Viscerafest/
[9] https://store.steampowered.com/app/1072150/Hedon_Bloodrite/
Comment by stronglikedan 8 hours ago
Comment by egypturnash 5 hours ago
"boomer shooter" + "female protagonist": 106 matches.
So a bit less than 1/10 of the games tagged with "boomer shooter". With your caveats above about being able to choose a gender, or a single brief segment where you're a lady in a game where you're mostly a dude. Is that a lot? I dunno, doesn't feel like a lot to me. Probably feels like a lot to the people who inevitably show up in the Steam discussions of any successful game that makes you be a lady for most of its length and complain about it being "woke", even one game with a female protagonist seems to be too many for them.
Comment by lo_zamoyski 6 hours ago
Comment by kridsdale1 6 hours ago
Comment by jimjimjim 1 hour ago
Hollywood's depiction of action movies in general is unrealistic. Stereotypical Good Guy gets in a fist fight with a Random Thug, and after trading blows for a while the Good Guy knocks out Random Thug and carries on with the rest of the movie without a problem. No bruising, no eye swelling shut, no broken ribs restricting movement or breathing, no loose teeth, no broken fingers, no sore wrists from mis-angled punches.
Comment by canelonesdeverd 4 hours ago
So, a videogame?
Comment by robterrell 7 hours ago
Comment by EvanAnderson 32 minutes ago
Comment by ferguess_k 3 hours ago
Comment by keithnz 59 minutes ago
random example from the Atari 800xl https://www.youtube.com/watch?v=uPjLZ4MVKCc (you can see how slow it is to draw a scene, but the animation effect due to pallete rotation is really fast).
Comment by ferguess_k 41 minutes ago
Comment by itomato 5 hours ago
Comment by evolve2k 4 hours ago
Comment by boricj 9 hours ago
It's refreshing to dust up trigonometry and good old low-level optimization tricks. When the scratchbuffer has 1 KiB and the stack can only use a fraction of that, it makes me realize how spoiled I'm at work with the microcontrollers we have, with threads being allocated 8 KiB of stack and backtraces with over 50 functions of C++ templates on it.
Comment by massifist 1 hour ago
EDIT: Oh nevermind. I guess brightmaps are more flexible.
Comment by mysterydip 11 hours ago
Comment by mrob 6 hours ago
Comment by purple-leafy 3 hours ago
I made a very similar project [0] in C 2 years ago, a chunked ray caster that could handle multiple height levels. Was one of my first C projects, pretty crappy but was fun.
Anyone have any ideas how to make it more memory efficient?
It’s full of bugs was just a for fun project
[0] - https://github.com/con-dog/chunked-z-level-raycaster/blob/ma...
Comment by gotski 10 hours ago
I think the mix of highly rational reasoning and "it just feels right" is a killer combo too, it gives a rigorous basis for a lot of the decisions made, while also allowing for a strongly personal aesthetic to emerge. Very cool indeed.
Comment by phkahler 8 hours ago
Those kind of constraints can lead to increased creativity, and can also influence the overall style of a game. It's part of the reason early 80's arcade games had so much diversity.
Comment by dhosek 4 hours ago
⸻
1. I suppose some hand-written PostScript code might count as well, but I wouldn’t really count things like doing a simple function graph in python to explain something to my son as graphics programming.
2. This was for a DVI previewer running on an IBM mainframe running VM/CMS. As far as I know, this code is completely lost, which is probably a good thing.
Comment by wuliwong 5 hours ago
I thought I could really level up with Claude and I started working on a boxing game. It's been a total disaster. .·°՞(˃ ᗜ ˂)՞°·.
Comment by Terr_ 5 hours ago
This is my complaint with a lot of "graphical enhancement" mods for games like Deus Ex.
Unless they touch everything, the inconsistent level of detail is worse than consistently low-res meshes/textures.
Comment by Felger 53 minutes ago
(Nice job, seriously)
Comment by zackmorris 4 hours ago
I consider 1993 the last "good" year of the pre-internet age. The web didn't go mainstream until around 95, and 94 felt like a liminal year (dunno why). In 93 one could still wrap a plaid shirt around one's waist without fear of ridicule. Grunge and alternative music hadn't quite landed in rural America yet, although we didn't know what we were missing. The Telecommunications Act, Digital Millennium Copyright Act (DMCA), Gramm-Leach-Bliley Act, USA PATRIOT Act, and so many other regressive/draconian laws hadn't passed yet to create the wealth inequality consuming the American Dream today. Although the Grand Upright Music vs Warner Bros decision had happened in 91 in an attempt to destroy hip-hop for racist reasons under the guise of protecting copyright. The Rodney King beating had happened the year before, but the OJ trial was still 2 years away. We were blissfully ignorant of the very ignorance and hate that would put us on this alternate timeline. It was like living in the Shire before the War of the Ring.
I can't stress enough how games like Wolfenstein 3D and DOOM completely blew our minds. They came out about 6-7 years before The Matrix, so the closest conceptual framework we had for it was probably The Lawnmower Man. Virtua Racing and Virtua Fighter came out about that time, but somehow couldn't compare. I remember using a drafting program on a 33 MHz PC with a 16 color monitor in drafting class, and DOOM revealed that even then, computers were running hundreds of times slower than they were capable of (millions of times slower today).
If I could go back to any time with what I know now, it would be spring of 93.
Comment by ogurechny 7 hours ago
Some details are a bit too cool for 1993, though, and assume high frame rate (won't work that well at low fps). Smooth weapon animations with a lot of frames, tiny per-pixel effects on bullet holes and flash sprites, smooth movement and object position calculations that use precise math instead of fast rough estimates resemble Chasm: The Rift or Quake (the concept of idle animations, e. g. objects moving in the starting view of difficulty selection room, assumes that there is some performance to waste on details that make the world less empty).
Comment by cautiouscat 3 hours ago
This is an extremely detailed article on every level and I can’t wait to deep dive into it. Marko really nailed the “old” look but it still looks fresh and new.
Comment by trumpdong 11 hours ago
Comment by wonkyfruit 1 hour ago
Comment by nticompass 11 hours ago
Comment by rezmason 8 hours ago
The flight simulator / magic carpet easter egg in Microsoft Excel 97 used that same shaded-colormap palette trick, plus some dithering:
https://rezmason.github.io/excel_97_egg https://rezmason.github.io/excel_97_egg/about.html
I'm impressed by your sprite pipeline and gibs animations. Your attention to detail and navigation of constraints have really paid off, I can't wait to play this sometime
Comment by low_tech_love 4 hours ago
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Comment by mrob 4 hours ago
Inconsistent resolution isn't necessarily a bad thing, e.g. Elite for the BBC Micro changes video mode part way down the screen so it can display both high resolution monochrome wireframe 3D and a lower resolution color map/UI below, but it's not idiomatic to the MS-DOS style this game is going for.
Comment by sgt 11 hours ago
Comment by badsectoracula 10 hours ago
I did write a tool for generating the sprites from 3D models though[2]. It uses plain old OpenGL 1.1 to draw the sprite and grabs the framebuffer directly. It is drawn fullbright so i can paint the lighting directly on the sprite's texture (using a Krita plugin i wrote[3][4] - the model is something i threw together with Blender's default generated UV since i didn't care for the details).
I wonder if doing some sort of postprocessing (after rendering with with shading) like you do with your game would help with the finer details since i also found that rendering from 3D models to sprites creates very "mushy" results most of the time because of all the details getting lost. I notice the colors also become more saturated after postprocessing in your examples, is this after it finds the closest color in the palette or the result of the postprocess? I'd like to keep the overall hue+saturation of the model so maybe doing post-processing on a grayscale render to shade the shadows/dark areas but keep highlights as-is and then multiplying that with the fullbright image would produce results that wont shift the saturation.
[0] https://bad-sector.itch.io/post-apocalyptic-petra
[1] https://codeberg.org/badsector/PetraEngine/src/commit/14ca16...
[2] http://runtimeterror.com/pages/iv/images/95ddebc51e4dfa8a5af...
[3] http://runtimeterror.com/tools/kritaview3d/
[4] http://runtimeterror.com/pages/iv/images/535f0e09e590d8a1731...
Comment by sklopec 10 hours ago
It's the result of the Blender compositor postprocessing, just keep in mind it falls apart once you go low enough in resolution (it's an image space thing after all), so I'm not sure if that helps your case.
EDIT: Also, your project is very cool!
Comment by badsectoracula 10 hours ago
Comment by trashb 10 hours ago
The author seems to consider open-sourcing the engine, I would also be interested in the mentioned scripts for asset creation. Those scripts would make a great toolset for asset creation in this style.
Comment by fabiensanglard 6 hours ago
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Comment by functionmouse 8 hours ago
what's unreasonable about this though?
Comment by test1072 3 hours ago
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Comment by relativeadv 6 hours ago
The comments here are a cesspool unfortunately. People bickering about pronouns used for cats, how many shots it takes for a vase to explode, or whether or not some circa-1993 software was used or mentioned.
Comment by RishiByte 3 hours ago
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Comment by mg794613 7 hours ago
What I don't like is to see claims like "no AI slop"
And yet it's riddled with emdashes and language "by hand"
Seeing the skills of the writer, he definitely should be able to, but then I don't understand the claim.
Comment by ch_sm 6 hours ago
Comment by engcoach 5 hours ago
Comment by Supermancho 5 hours ago
> If this sounds unreasonable to you, that is because it is.
Those listed, are tame. I don't understand this kind of faux modesty.
> My goal was to build a complete, shippable first-person shooter using techniques that were common in the early 90s
Goes on to explain how they used 3D blender...which wasn't available until 1998.
A vanity cat project being tailored and submitted for nostalgia clickbait. I don't think there's anything useful to take away from this other than some color shade selection ideas.
Comment by mrob 4 hours ago
In the early 90s, there was enough money in this kind of software that you could have hired a specialist 3D artist to use the software that was available at the time, e.g. LightWave 3D. When it's only a single-person project, I think it's reasonable to stick with what you know.
Comment by xyzsparetimexyz 11 hours ago
Comment by sklopec 10 hours ago
I think I'm gonna have to do it anyway, because some players claim they get nausea when playing at such low resolution (320x240), and the only way to give them higher resolutions that perform reasonably is to have it hardware accelerated.
Renderer is abstracted away already, but the real difference would probably be occlusion culling... With raycasting, I get it for free, but if I'd go down the hardware accelerated path I'd have to pick something more clever.
Raycasting and software rendering in general tends to scale poorly with resolution, even with vectorization and all the bells and whistles of modern CPUs.
Comment by badsectoracula 10 hours ago
As an example this[0] video shows the benchmark from Post Apocalyptic Petra running on my previous GPU (RX 5700 XT) which all it does is build a per-frame (client-side) vertex-buffer in OpenGL 1.1 (the engine was made for actual retro PCs running DOS and Win9x so it does some rudimentary occlusion culling but that mainly affects 90s hardware, not anything released since 2000 or so). If anything, the rendering has so little overhead that half of the framerate is "eaten" by the FPS counter overlay :-P.
Comment by sklopec 10 hours ago
Thinking about modern games, a single character model probably has more vertices than my entire level (and yours probably), so it's definitely reasonable to expect occlusion culling for such simple geometry might actually reduce performance rather than increase it.
Comment by badsectoracula 9 hours ago
Meanwhile more current games have much higher polycounts, easily going above 100K triangles - e.g. Dante from DMC5, a ~7 year old game, apparently has ~190K triangles and that had to run on the more anemic PS4/XBone hardware :-P (though i'm not sure if it used the full 190K model there or some cut down version).
[0] http://runtimeterror.com/pages/iv/images/1073c7062db40837240...
Comment by trumpdong 9 hours ago
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Comment by xyzsparetimexyz 8 hours ago
But ignoring the GPU you have on your system is boring
Comment by jonoxtoby 7 hours ago