[HN Gopher] "Bad Apple" in Minecraft
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"Bad Apple" in Minecraft
Author : purplesyringa
Score : 156 points
Date : 2024-10-10 13:02 UTC (1 days ago)
(HTM) web link (purplesyringa.moe)
(TXT) w3m dump (purplesyringa.moe)
| pzmarzly wrote:
| I learned way more about computer graphics here than I expected.
| Kudos to the author.
|
| One nit: the picture that the author called "The sun" is actually
| Eirin [0] looking at the moon. In that scene [1] she's reaching
| for the moon, where she was exiled from, only to hesitate and
| retract the hand. In the next scene, Kaguya [2] also reaches for
| the moon, but does not hesitate. I'm not sure what the symbolism
| here was supposed to mean, as according to Touhou wiki it was
| Eirin's plan to steal the moon.
|
| [0] https://en.touhouwiki.net/wiki/Eirin_Yagokoro
|
| [1] https://youtu.be/FtutLA63Cp8?t=99
|
| [2] https://en.touhouwiki.net/wiki/Kaguya_Houraisan
| tmtvl wrote:
| You may have misread, the wiki says her plan was to 'seal', not
| 'steal' the passageway between Earth (or Gensokyo) and the
| Moon. Eirin deliberately chose to break her connection to the
| Moon in order to protect Kaguya.
| pxc wrote:
| > One nit: the picture that the author called "The sun" is
| actually Eirin [0] looking at the moon.
|
| I always think 'the sun' when I see it because of this goofy
| video: https://www.youtube.com/watch?v=ReblZ7o7lu4
| ConcernedCoder wrote:
| ACHIEVEMENT UNLOCKED: "Get'r Done" -- The ability to interate and
| solve individual hurdles and issues within the constraints of a
| system to achieve a grand idea.
| SCUSKU wrote:
| I don't really understand how or why Bad Apple is becoming the
| de-facto graphics rendering "hello world" but it's fun to see in
| real time. I came across this demo which uses Bad Apple for
| demonstrating high FPS hypermedia:
|
| https://data-star.dev/examples/bad_apple
| nomel wrote:
| I think it's simply that it's (mostly) black and white.
| jabroni_salad wrote:
| 2 reasons:
|
| 1. The creator is extremely cool about remixes and fanuse. In
| many ways touhou is the OG modern internet fandom in a way that
| previous ones weren't. Your bad apple video will not be taken
| down even though it has the same audio as all the others.
|
| 2. The shadow puppet format is recognizable at seemingly any
| resolution. I have seen examples in a 3x3 grid even. On top of
| that, it only has two colors (black/white, 1/0) so its dead
| simple to convert the video frames into any other format you
| can imagine with only a 'hello world' understanding of what
| you're doing.
| layer8 wrote:
| > its dead simple to convert the video frames into any other
| format you can imagine
|
| Maybe read the linked article about that. ;)
| dylan604 wrote:
| "It's grayscale, not just black-and-white."
|
| Just in case reading TFA is too daunting for those only
| reading comments
| layer8 wrote:
| I was alluding to the difficulties of frame-rate
| conversion, dithering, and compression artifacts in the
| original source being amplified by the conversion.
| Grayscale by itself isn't the issue.
| dylan604 wrote:
| But the person you replied to "it only has two colors
| (black/white, 1/0)" which is what I was referring
| layer8 wrote:
| Yes, but I don't think that black & white vs. grayscale
| makes a significant difference. Naively converting
| grayscale is virtually as "dead simple" as converting
| black & white.
| dylan604 wrote:
| You seem to be interpreting my reply as a challenge to
| your comment rather than taking as support to it. The
| original comment made an incorrect statement-as-fact with
| b&w 1/0, yet TFA clearly stated it was grayscale. Your
| comment challenged implying TFA was not read, so I just
| backstopped your comment.
| layer8 wrote:
| Your comment implied that your citation makes reading the
| article unnecessary, in the context of my initial
| comment. Since your citation didn't mention the
| difficulties I was alluding to, your comment seemed to be
| missing my point, and to those who didn't read the
| article would give the wrong impression that my comment
| was about grayscale.
| dokyun wrote:
| That the video is entirely monochrome while also extremely
| fluid and intricate makes for an interesting duality when
| applying it to a technical problem, and that it's also a very
| pleasing and impressive work of art in of itself, I would think
| gives it many of the qualities that demosceners in particular
| appreciate.
| verdverm wrote:
| The DOOM standard is here:
| https://www.reddit.com/r/Doom/comments/1c0g0mi/i_made_doom_i...
|
| built on a fully programmable cpu in redstone
|
| IRIS Computer Specs:
|
| - Custom 16 bit CPU
|
| - 8 kB of RAM
|
| - 64 kB of ROM
|
| - 1 kB texture ROM
|
| - 96x64 pixel screen - 16 colours
|
| - Floating point unit (add sub mult div sqrt)
|
| - 173 redstone tick clock
|
| - No 3D graphics hardware acceleration (entirely done in
| software)
|
| - Runs programs written in URCL
|
| - Runs at 1 million ticks per second thanks to MCHPRS server -
| which is 5.8 kHz clock speed
| vessenes wrote:
| > And... that's it? Looking back, the result looks almost trivial
| to achieve, which raises the question of why no one has done it
| before.
|
| Umm, wow. I do not share that reaction to the work. This is an
| awesome dev log and closet lesson in splitting up what seems like
| an insurmountable task into nearly-impossible-but-doable chunks.
| Love it.
|
| For reference, this renders Bad Apple at 20fps in vanilla
| minecraft, with only a custom texture and some custom object
| definitions changed to allow more textures. The rest is (very
| exotic) vanilla.
| MrPowerGamerBR wrote:
| > Resource packs can change the music played by discs. The
| duration of the music disc stays fixed even if the audio is
| replaced
|
| You can change the music disc duration with data packs since
| Minecraft: Java Edition 1.21, you can even add new music discs
| definitions without replacing any of the vanilla music discs.
|
| I know that one of the rules was "no data packs", but hey, it is
| a cool thing if someone doesn't know about it. (also, in my
| opinion this wouldn't break the "no data packs" rule, because the
| "no data packs" rule seems mostly related to not using data packs
| to set blocks in the world)
| floydnoel wrote:
| Off topic: I was excited to see the demo video, but when I
| pressed play YouTube accused me of being a bot and refused to
| play. Apparently it protects their community. There are some
| privacy respecting alternatives, it might be good to see those
| gain traction. I'm going to try to do so myself, if i ever make
| or post a video!
| tombert wrote:
| "Bad Apple on all the things!" is one of my favorite geek trends.
| I remember the first time I saw it on the Genesis/Mega Drive I
| was astounded that such a thing was possible on such weak
| hardware.
|
| I love seeing the new ports that people make for underpowered
| stuff. I'm afraid that I'm not smart enough with low-level
| programming to ever do one myself, but I have a lot of respect
| for people that can.
| pkilgore wrote:
| > Looking back, the result looks almost trivial to achieve
|
| I wish the author was a bit more gentle on herself! What a ride.
| treyd wrote:
| Prior art is missing the one I worked on, using Sheep and Bukkit
| plugin, although that might be considered out of scope since it's
| not entirely in-game.
|
| In any case this is great work! I find it hard to imagine anyone
| improving on it.
| menx wrote:
| Also check out Bad Apple but it's a Minecraft world:
| https://www.youtube.com/watch?v=RN3QW9SVnds
| saagarjha wrote:
| Kind of amusing how much effort this puts on the actual video
| itself. When I'm done with implementing a Bad Apple I'm usually
| too tired to think about dithering or frame rate Instead I just
| run it though ffmpeg and call it a day.
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