[HN Gopher] Don't starve, Diablo - Parallax 7 (2016)
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       Don't starve, Diablo - Parallax 7 (2016)
        
       Author : homarp
       Score  : 314 points
       Date   : 2021-08-21 20:15 UTC (1 days ago)
        
 (HTM) web link (simonschreibt.de)
 (TXT) w3m dump (simonschreibt.de)
        
       | ChuckMcM wrote:
       | Ah yes, such great tricks to fool the eye. Like programming
       | tricks to fit into small memory footprints I suspect the "how" of
       | these things will get lost over time.
       | 
       | Contemporary with these game developments was an excellent series
       | called "Graphics GEMS" which highlighted different ways to
       | achieve various cool effects. Back in those days I felt a real
       | sense of accomplishment when I got something to both work and
       | "look right" (your eye is a very harsh critic!) and its a bit sad
       | for me that you just call the right Unity of Vulcan API and
       | voila, effect you were looking for on your scene appears.
        
         | bob1029 wrote:
         | > its a bit sad for me that you just call the right Unity of
         | Vulcan API and voila, effect you were looking for on your scene
         | appears.
         | 
         | You are free to not call those APIs. You could constrain
         | yourself. I did this and I am having way more fun than if I
         | tried to use the full capabilities of a modern GPU+software
         | stack.
        
           | ChuckMcM wrote:
           | True, there are always interesting ways to create challenges
           | to enhance the experience.
        
         | resonious wrote:
         | Yeah it does feel like this kind of clever graphics trickery is
         | becoming a lost artform. Of course, niche circles can continue
         | it. Retro console/PC programming circles, demoscene, etc. But
         | I'm not sure how long those circles will last once the
         | generations that grew up with that hardware die out.
        
         | duskwuff wrote:
         | > you just call the right Unity of Vulcan API and voila, effect
         | you were looking for on your scene appears.
         | 
         | Nitpick:
         | 
         | Vulkan (with a K) is a low-level graphics API, operating on a
         | level that's comparable to OpenGL or DirectX, or perhaps even a
         | bit lower. It's not going to implement any kind of interesting,
         | nontrivial graphical effects for you -- doing that is going to
         | take work, just like it would with older graphics APIs.
         | 
         | With a higher-level framework like Unity, on the other hand...
         | that's a fair comment.
        
           | gmueckl wrote:
           | In fact, when you look at the progression from OpenGL 1.1 to
           | 3.0 Core to Vulkan (and the parallel evolution of Direct3D),
           | you'll see that with every step along the way, the APIs
           | became more and more flexible by providing less and less
           | convenience. Just look at the code it takes to render one
           | triangle using each one of these APIs. The difference is that
           | by the time you manage to render a triangle using Vulkan,
           | you're also mostly set up to do very advanced rendering
           | tricks that would be plain impossible with OpenGL 1.1 and
           | would require some contortions to get working on OpenGL 3.0.
        
       | WalterSobchak wrote:
       | I wonder why they enforce a redirect from HTTP to HTTPS.
       | 
       | https://simonschreibt.de/gat/dont-starve-diablo-parallax-7/
        
         | nextaccountic wrote:
         | I thought this was considered a best practice. Years ago people
         | cited performance reasons but I think this doesn't make sense
         | anymore.
         | 
         | Relevant thread https://news.ycombinator.com/item?id=13301280
         | (but from 2017, can't find a 2021 discussion)
        
           | npteljes wrote:
           | Indeed it is, since browsers now mark http pages as
           | "insecure". Let's Encrypt's certbot, for one, explicitly asks
           | upon installation if you'd like to redirect http to https.
        
       | anthk wrote:
       | Fake 3D racing games with did it worse, as you just had a trig
       | shifting road and some background scrolling right and left. When
       | I played Road Rash 3D on the PSX the change was like night and
       | day.
       | 
       | Altough some of them did it really well, like Lotus Turbo
       | Challenge I and II for the Mega Drive.
        
       | wyldfire wrote:
       | "Moon Patrol" seemed like such an entertaining game at the time.
       | But it grew stale very quickly. The parallax effect was really
       | popular in home consoles like NES games just a few years later.
       | 
       | This article is all about rendering but gameplay is what makes
       | "Don't Starve" standout IMO.
        
         | wincy wrote:
         | I really love the idea of Don't Starve, but I felt like I had
         | to read a guide to get better at it, so I lost interest. I
         | adore the artwork, especially.
         | 
         | At the same time, the main game loop of Don't Starve seems like
         | you have to memorize a bunch of survival tips and constantly
         | read the wiki to survive, or you're doomed after the first week
         | for sure, and probably before.
        
           | imtringued wrote:
           | The problem with that game is that the rules of the game
           | completely defy common sense.
           | 
           | 99% of first time players who survive winter will die from
           | freezing because the first thing they make to fend the cold
           | of is insulating clothing. The game doesn't work that way.
           | No, instead you must use a very specific item that only works
           | in this magic video game world called a thermal stone. The
           | stone is hot? You don't freeze. How stupid is that?
           | 
           | The entire game is like that. Instead of having a continuous
           | learning curve the game has a discontinuous learning curve.
           | I.e. most items in the game feel like they shouldn't even be
           | in the game. If there was a beginner mode that simply
           | restricted access to all the useless items the game would be
           | significantly easier.
           | 
           | Once you get into summer you run into the heat problem.
           | Either your stuff is burning or plants aren't growing. The
           | solution? An Ice Flingomatic. It doesn't even need ice to
           | run... If you played the game with a cheetsheet it would be
           | pathetically easy because 90% of the game is intentionally
           | meant to be a red herring that wastes your time.
           | 
           | I say this as a player who survived 300+ days at which point
           | the risk of death was 0%.
        
           | wyldfire wrote:
           | > At the same time, the main game loop of Don't Starve seems
           | like you have to memorize a bunch of survival tips and
           | constantly read the wiki to survive, or you're doomed after
           | the first week for sure, and probably before.
           | 
           | In truth, I gave up after failing to thrive through four or
           | five attempts. In other games, I hate the nagging tutorials
           | and compulsory/free savepoints. But it seems like DS could've
           | benefitted from some compromises here.
           | 
           | So, I 'cheated'. After telling a friend who was excited about
           | the game that I'd given up, they told me about the cues the
           | game was giving me and how to mitigate them. The dynamics of
           | the game are somewhat open world (not quite Dwarf-Fortess
           | level but lots of great flexibility in interactions/systems).
           | After getting past some initial hiccups and knowing what the
           | threats are (beyond starvation) and potential solutions means
           | you can have a lot more fun. And it's a drag when you die but
           | going from a clean start to a workable place is easily doable
           | after you know the basics.
           | 
           | "Don't Starve Together" is a much easier way to be introduced
           | to DS, especially when entering after the team has made some
           | basic progress.
        
             | fifilura wrote:
             | I genuinely recommend Don't starve together as a remote co-
             | op game.
             | 
             | I played it with my son and his friend. In the beginning we
             | got stuck pretty quickly but the 12-13 years old guys had
             | all the patience to look at the videos and figure it out.
             | 
             | The confused faces of the moms when hearing the loud (non
             | american friendly) curses and shouts from two different
             | corners of the house for "We need more meatballs, deerclops
             | is coming in two days" or "oh no not a tree guard again".
             | It will be an important memory of my oldest son's teens.
             | Hopefully his too.
        
             | YeGoblynQueenne wrote:
             | Don't Starve lets you tweak many of the details of the
             | world so you can remove threats you find too hard (or
             | unfun) and make a "safe" game. Conversely this means you
             | lose some resources, for example enemy drops or that are
             | the result of weather phenomena. In turn that means that
             | some items can't be creafted (in Don't Starve - Shipwrecked
             | a rain of meteors comes in the dry season and some hatch
             | into Dragoons that you can harvest Dragoon Hearts from to
             | make items in the Volcanic tab that you can't make
             | otherwise). But on the plus side it lets you create a
             | relatively peaceful game that can be enjoyed for a long
             | time (especially in a large world) and that gives you the
             | chance to learn the basics without having to constantly
             | struggle against sudden calamity. In a sense, you can make
             | an Easy mode that you can play for ever until you get bored
             | and want some challenge.
             | 
             | Personally, that's how I always play (except to unlock
             | characters which requires surviving a certain number of
             | days in the standard game). I just like to build stuff and
             | survive and the constant attacks (e.g. by Hounds) end up
             | annoying me after a while. I appreciate that the game's
             | designers had a vision for the world but I appreciate it
             | even more that they gave the player the tools to craft his
             | or her own vision in turn. Like the menu item where you can
             | choose your own simulation options says "Your world, your
             | rules". Very often I've played games where the designers
             | seem hell-bent on imposing their own, personal idea of fun
             | on the player and it pisses me off (my worst example is in
             | Underground Sea where apparently the designer thought it's
             | great fun watching a slow moving boat treading water
             | without anything happening for real-world minutes on end).
             | 
             | Don't Starve still takes a lot of wiki reading though. I
             | think it appeals more to old-school strategy or city
             | building game players, who would have expected to have to
             | read a manual and playing a tutorial campaign before even
             | playing (like Cesar III for example).
        
             | INTPenis wrote:
             | I never figured out those cues. I also gave up after a
             | while because the only way to progress was to cheat.
             | 
             | I think if I re-played it today I'd check one of the many
             | gameplay videos on youtube to understand how to get started
             | and then take it from there.
        
       | [deleted]
        
       | JKCalhoun wrote:
       | "Fake perspective" was problematic in early flight simulators as
       | well where texture-mapping was used. The classic example being a
       | long runway.
       | 
       | If the runway was a long polygon and you had a long texture map
       | (with a dashed centerline for example) the standard code to map
       | the bitmap to the projected runway polygon would not in fact
       | apply perspective to the bitmap -- the intervals between the
       | dashes would be a fixed not perspective distance.
       | 
       | The solution was to break up the runway into a whole bunch of
       | shorter polygons -- each with a bitmap of perhaps one
       | stripe/dash.
        
         | aaaaaaaaaaab wrote:
         | The PlayStation didn't have perspective-correct texture mapping
         | despite having a real 3D rendering pipeline:
         | https://www.youtube.com/watch?v=x8TO-nrUtSI
        
           | malkia wrote:
           | for that reason some games (on PS1) would subdivide on the
           | fly, and have special code to avoid t-junctions (extend by
           | pixel, such that there is no gap), also there were no sub-
           | pixel coordinates hence the "shimmering" - still though some
           | games brought quite impressive graphics for what the chip
           | offered.
        
             | malkia wrote:
             | Another difference was using small 4-bit textures with own
             | palette applied on different parts of the character body,
             | instead of one huge skin (like done in Quake), not only
             | this allowed for better sampling - e.g. no blurries around
             | shoulders, but also better and more optimal use - for
             | example most of your hands, or legs often are with the same
             | texture,hence two (or more) different 4-bit textures might
             | server better than one huge 8-bit one (and the pallette for
             | it would be smaller too).
             | 
             | But then there were also tricks of reusing textures
             | (mapping) directly from what was drawn on screen (for
             | blurring, etc).
        
           | sshumaker wrote:
           | Yes, which is why games that really took advantage of the
           | hardware like Crash Bandicoot just used tons of small
           | triangles.
        
             | mikepurvis wrote:
             | To be fair, the best N64 games did that too, though for
             | different reasons (pitiful amount of RAM for storing
             | textures).
        
           | bitwize wrote:
           | A lot of this has to do with the fact that many Japanese
           | manufacturers of the era basically got to 3D hardware by
           | improving 2D sprite chips so they could scale and do affine
           | transforms. This is why the PlayStation couldn't do
           | perspective correct nor filtered textures and lacked a Z
           | buffer, and why the Saturn drew with quads instead of tris.
           | 
           | Nintendo partnered with the most advanced Western 3D hardware
           | manufacturer -- SGI. The N64 was kind of a cut down Indigo.
        
       | mbank wrote:
       | I love You mentioning moon patrol. It was one of my first games
       | back in the days on Atari 1024St. Spend hours in front of it,
       | just a me a friend and a joystick...
        
       | quadcore wrote:
       | Nowdays, I make the distinction between maintainable programs and
       | hackable ones, the later of course being, imo, way better. What I
       | mean by that is essentially that the ratio # by-design features
       | over simplicity of code of the hackable program is considerably
       | higher than the maintainable program (but there is no method to
       | write a hackable program, you either have the sensibility for
       | that or you dont, from my own observation - I'll be happy to
       | discuss the nuances of that statement).
       | 
       | I don't know today but blizzard used to write its game in the
       | hackable way - which is both a feat and rare. Take WoW for
       | example, do you know how the 3d engine basically work? It's so
       | simple and so powerful, you are not going to believe it. WoW is
       | made of levels that are connected by portals. That's it. A level
       | will have portals that will get you to other levels which in turn
       | will have portals which lead to other levels. For example, when
       | you are "outdoor" (with quotes because the engine doesn't know
       | _outdoor_ actually, it knows levels!), you may find a portal that
       | leads you into a tavern for example. Once you are in the tavern,
       | the program can ignore the rest of the world and focus the whole
       | computer resources on the tavern, just like that, by-design. So
       | you 'll have taverns as detailed as all of what you can see in
       | the exteriors. Better, you can have landscape in each and every
       | level. (note when the player is in the air, say on a gryphon,
       | some portals are ignored.)
       | 
       | This is both incredible simple and powerful. Remember the game
       | run on early-2000 PCs. Imagine what you can do with that. Caves?
       | Done. Houses that leads into catacombs? Done. Incredibly detailed
       | cities? Add walls and portals, done. Texture streaming? Well,
       | d-o-n-e. Buildings that leads to indoor landscape? Done.
       | 
       | I wouldnt make a game engine differently today.
       | 
       | As a comparison, I'm working on one of the most played game in
       | the world atm which is a maintainable program. You have no idea
       | the pain in the ass in comparison just to add simple features. Oh
       | yeah the code is readable. You can fix bugs. But features, just
       | forget it, it takes a shit load of money to get one done.
        
       | bombcar wrote:
       | 2D games had so many tricks that they often looked better than
       | their 3D replacements for quite some time. If you were able to do
       | every pixel by hand for a few views you often ended up with more
       | detail than you could in the low amount of polygons available
       | early on.
        
         | roenxi wrote:
         | Games in general suffer from the fact that more technology does
         | not necessarily lead to better visual - or narrative -
         | outcomes. There was a period of time where every game engine
         | producer was very excited about their engine's ability to
         | render hair and I dunno if there are many games where the
         | quality of the hair rendering has been a factor in the
         | graphics. "More realism" runs up against the hard truth that
         | these games are being projected on a 2D screen and can't be
         | realistic. And even if it was, there still needs to be a
         | justification for why that is better - it isn't self evident
         | that more realistic graphics is a batter outcome. The real
         | world is pretty boring, that is why people are playing games.
        
           | thom wrote:
           | I think this is true beyond graphics as well. I remember when
           | games started shipping with fully voice-acted dialogue, it
           | felt like all the interesting interactive text based systems
           | (however clunky) were immediately abandoned. This hurt
           | immersion for me far more than text vs speech ever did. I'm
           | excited by the progress in dynamically generated voices in
           | games happening now, although in many cases that seems more
           | like having better placeholders in your asset pipeline than
           | using them as production-level dialogue.
        
             | RobertKerans wrote:
             | I'd posit that there's a general principle underpinning
             | this that is true for most things (not games, or art, but
             | everything).
             | 
             | This is a bit half-formed in my head, but: Computer tech
             | makes certain important classes of things cheaper and more
             | convenient to create. Sometimes it makes those things
             | feasible in the first place. But it's always via enabling
             | of cheap duplication of an existing process.
             | 
             | As tech evolves in power, it can do more. The high-speed
             | duplicative properties of computers are the thing that
             | makes them useful. For them them to be _generally_ useful
             | [and critically, financially useful], crafted, stylised,
             | personal aspects are stripped out. So much does not work as
             | well or look as good or is as interesting as things from
             | the previous evolution that were built or provided or
             | staffed by knowledgable, skilled practitioners. But given
             | that skilled practitioners are finite, on average what
             | comes out is better _in some useful aspects_ than most of
             | the efforts of the previous evolution. And on average it 's
             | easier to produce/manage/handle at scale. So pick anything:
             | Amazon, Uber, Google search, medical records, 3D games, etc
             | etc, ad infinitum. Almost anything you can use computer
             | tech for.
             | 
             | What's being talked about in the comments: it's not
             | _generalisable_ , so it gets chucked. It's too hard to do,
             | so sand off the sharp edges, cut anything that can't be
             | reduced to an algorithm, package the inferior but much more
             | convenient version that can scale
             | 
             | (I assume there is some body of thought with literature
             | relating to this process that I should dig into, but I
             | think people like Walter Benjamin and Milan Kundera have
             | probably described it much better than I can w/r/t art [or
             | maybe Ruskin or Morris, though their idea are all maybe a
             | bit idealistic] this destruction of the personal to the
             | service of the machine)
        
           | birdyrooster wrote:
           | Great example of this today is real-time raytracing. They
           | look hideous.
        
           | billfruit wrote:
           | Hair I'm not sure, but I think the sort of 'dynamic' trees
           | and foliage that move with wind and rain, should add more
           | realism. I hear Witcher 3 had some kind of system that did
           | that, not sure about any other games that do that.
        
             | ajuc wrote:
             | It was a little over the top. But yes it was nice.
             | 
             | https://www.youtube.com/watch?v=LzSS5oxKjUA
        
           | oddity wrote:
           | I'm not a professional artist or marketer, but I suspect the
           | main reason we see the pursuit of realism in games is that
           | it's easy to communicate and coordinate, so it reduces
           | uncertainty across the board. Developing a style is hard and
           | requires a lot of coordination across different teams to
           | understand and internalize what approximations are being made
           | where. At scale with hundreds of artists, it becomes very
           | difficult. If, instead, the approximations are enforced by
           | the tech and the goal the artists need to consider is just to
           | create something realistic, then that's easy to get started
           | with without needing a concept artist to dictate everything.
           | There's probably a crossover point of team size where realism
           | has lower risk and lower cost. In practice, I think what we
           | see is that the more creatively-minded large studios shoot
           | for 90% of assets being "realistic" with some strong
           | stylistic choices for the last 10% that really defines the
           | look.
           | 
           | On the marketing side, there's something to be said for
           | knowing that your visual style will be uncontroversial for
           | the most critical time period for getting sales (launch).
           | Looking horrible 10 years from now doesn't really matter if
           | you're trying to recoup your investment today. It has slowed
           | down now because a lot of the low hanging fruit has been
           | done, but a decade or so ago, graphical features were one
           | more reason marketing could point to for someone to buy a
           | game. Some people really do buy games because they look
           | pretty. Even today, there are games notable only for being
           | benchmarks.
        
             | cultofmetatron wrote:
             | reminds me of the outcry when windwaker was announced to
             | use cellshading. Nowadays people love it but back in the
             | day it was initially reviled by a lot of people before it
             | eventually won them over
        
           | yissp wrote:
           | Agreed. Looking at
           | https://en.m.wikipedia.org/wiki/List_of_best-
           | selling_video_g... only 2 of the top 10 (GTA V and PUBG) have
           | what I would call a realistic aesthetic. Even looking at the
           | entire list, games with a more stylized look are far more
           | prevalent.
        
         | rightbyte wrote:
         | One of the worst examples of a 2d to 3d transition is Europe
         | Universalis 2 and 3. The 3d map got all messy and hard to see
         | stuff on and it lagged alot even on fast computers.
         | 
         | I tried to D2 open beta and surely the monster stood out way
         | less. If 3d would be as clear each monster would have to have a
         | thick 2d border.
        
         | smoldesu wrote:
         | Playing through Final Fantasy VII as a kid (albeit emulated)
         | was a great introduction to that dichotomy. The game mixes both
         | 2D and 3D art styles to varying degrees of success, but there's
         | definitely a reason why the game's art direction is so iconic.
         | Looking back on it, all I see is a watercolor, handpainted haze
         | (as opposed to games from the system that haven't quite aged as
         | well, like Metal Gear Solid)
        
           | bombcar wrote:
           | Which is interesting because the games that combined 2D and
           | 3D (common on console) actually now can look much BETTER on
           | the 3D side (emulators often allow upscaling etc) but the 2D
           | painting remains the same.
        
           | RuggedPineapple wrote:
           | I actually think of FF VII as one of the PS1 games that have
           | aged the most, and far more to my eye then MGS. The 3d battle
           | models are fantastic, but the overworld models are, like,
           | laughably bad. It wasn't a hardware limitation either,
           | because FF VIII and IX both fixed this with character models
           | that actually look like the character, but VII looks like
           | polygons are in short supply. They just didnt know how to
           | fully utilize the system yet.
        
             | vlunkr wrote:
             | How much things have aged is all subjective, but think FF7
             | is charming with it's absurd hair spikes and fingerless
             | cube hands. Other games that tried harder to look realistic
             | don't feel like that.
        
             | barneybooroo wrote:
             | I think this was an art choice rather than technical
             | inexperience.
             | 
             | The proportions of the field models are more similar to the
             | chibi sprites of the SNES games, so we're seeing the
             | gradual evolution of FF's style with VII the first
             | transition from 2D to 3D.
             | 
             | That VIII and IX used more realistic proportions is just a
             | later stage of that stylistic transition.
             | 
             | Personally, I find them quite charming. There's a fair bit
             | of slapstick in the game that IMO works better with the low
             | poly models.
        
         | jimbob45 wrote:
         | Hand-painted/drawn backgrounds were unfairly good back in the
         | day. Something like Planescape: Torment looks better than its
         | age because there's really very little to render in real-time.
         | Conversely, something comparable like SimGolf looks much worse
         | despite coming out later because it couldn't leverage anything
         | pre-rendered.
        
           | DaiPlusPlus wrote:
           | Which SimGolf?
        
         | thaumasiotes wrote:
         | On the other hand, the main thing I notice in the first Diablo
         | 2 shots (having had my attention drawn to the rendering -- I'm
         | not sure what the article means by "pay attention, how the
         | pales (?) don't cover the same floor-pixels all the time") is
         | how the torch appears to be casting shadows perpendicular to
         | itself. And how as you walk by the torch, the direction of your
         | shadow doesn't change at all.
        
           | adventured wrote:
           | By pales they mean the tall spikes (impalers). The spikes
           | visually appear to tilt as you move left/right, seemingly
           | revealing different texture underneath during the transition.
           | Whereas the standard setting version is static, fixed
           | texture, no tilt, no visual shift in the texture
           | beneath/behind the impaler spikes.
        
             | robocat wrote:
             | I will also add to look for the effect as the background
             | moves behind the top of the spikes (the bottoms are
             | connected to the ground, correctly!)
        
       | Waterluvian wrote:
       | I remember the D2 perspective mode was a neat trick but it made
       | the game kinda fuzzy and broke core graphics features such as my
       | character wouldn't be green when poisoned.
        
         | BearOso wrote:
         | The green was a palette trick. The Direct3D mode used high-
         | color mode, so that trick wasn't free. It did draw a green
         | light halo around the character's feet instead, though.
        
           | Waterluvian wrote:
           | It did. But it was very subtle.
        
         | Tarsul wrote:
         | sometimes I wonder how much green/blue is/was lost in media due
         | to greenscreen/bluescreen. Anyone has any idea about this?
        
           | egypturnash wrote:
           | You can key on _any_ color; green is the most common mostly
           | because it 's pretty far away from the range of human
           | skin/hair.
           | 
           | You also only need to worry about this when you're doing
           | effects shots. If you're doing relatively naturalistic
           | filmmaking where your set/location isn't gonna be replaced,
           | there's no need for any of that.
        
       | slmjkdbtl wrote:
       | Ulillillia's Platform Master also has a lot of really interesting
       | parallax / pseudo 3d effects: https://youtu.be/Tc4djuMvP2k?t=2117
        
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       (page generated 2021-08-22 23:02 UTC)