[HN Gopher] Return of the Obra Dinn: spherical mapped dithering ...
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       Return of the Obra Dinn: spherical mapped dithering for a 1bpp
       first-person game
        
       Author : PaulHoule
       Score  : 191 points
       Date   : 2026-03-16 22:56 UTC (3 days ago)
        
 (HTM) web link (forums.tigsource.com)
 (TXT) w3m dump (forums.tigsource.com)
        
       | jay_sar wrote:
       | Actually saw a great youtube video about this recently - very
       | cool how they were able to accomplish this.
       | https://www.youtube.com/watch?v=_3qzyAHMoUU
        
       | rokkamokka wrote:
       | I gave this game a shot but honestly the art style got in the way
       | of the gameplay for me. Fun to read how much effort went into it
        
         | ngokevin wrote:
         | Mostly enjoyed it but the art style gave me motion sickness
         | during and after each session where I had to stop (playing on a
         | TV).
        
         | vova_hn2 wrote:
         | Yeah, I also loved the idea, but found that playing it require
         | me to strain my eyes too much and abandoned it. One of those
         | games that is more fun to read about than to actually play.
        
         | Waterluvian wrote:
         | Yeah. I've wondered if the game could be a total hit on some
         | possibly-not-yet-real eink display that can reproduce the
         | intended effect at 60fps without such eye strain.
         | 
         | As a kid I imagined playing Cosmic Osmo on actual magical paper
         | at my desk at school.
        
         | bombcar wrote:
         | Some of the examples in the post are really bad, but even the
         | last one has "flickering" not of the dithering pattern but of
         | the edges, which feel "off".
        
           | mattmanser wrote:
           | Have you played it?
           | 
           | In the game it's pretty great.
        
             | bombcar wrote:
             | I have and wasn't terribly bothered by it, but that may
             | have changed if I had done it on large screen (TV).
        
         | rags2riches wrote:
         | Interesting. I was really impressed by the art at first, taking
         | joy in exploring that as much as the scenes themselves. But it
         | soon faded out of focus as I was engrossed in the story and
         | gameplay.
        
         | GuB-42 wrote:
         | Same thing for me, I love the technical aspect in the same way
         | I love the demoscene. The visuals are original and very well
         | done, so much that it is now almost impossible to talk about
         | dithering without mentioning the Obra Dinn at some point.
         | 
         | I am also a fan of puzzle/detective games, and this is an
         | excellent one.
         | 
         | Truly a masterpiece in both visual and gameplay, but
         | together... not so much. For a game where understanding every
         | detail of the scenes is critical, it felt I was fighting the
         | game engine. Many times I wished I could turn off the dithering
         | effect and see the underlying models with more standard
         | shading. At no point it felt unfair, they really did a good job
         | making it functional, but it was a distraction.
         | 
         | Not enough of a distraction to stop me from completing and
         | enjoying the game and art. But hadn't the art style been
         | unique, I would have enjoyed it much less.
        
       | martinknopf wrote:
       | I remember following dukope's well-written devlog back then. Even
       | tried to reproduce his edge detection for a game jam. Thanks for
       | digging this out.
        
       | HelloUsername wrote:
       | Previous discussion of " _Stabilizing the Obra Dinn 1-bit
       | dithering process (2017)_ " on 08-nov-2024
       | https://news.ycombinator.com/item?id=42084080 114 comments
        
       | paultendo wrote:
       | What a fascinating deep dive. 2x with sphere mapping is my
       | favourite - it starts to take on a sort of pointillism-like
       | quality which gives all the objects (or maybe my brain) a sort of
       | understanding of their texture.
        
       | m12k wrote:
       | If you find this interesting, you might also be interested in
       | this video of someone diving even deeper into how to make the
       | dither surface stable:
       | https://www.youtube.com/watch?v=HPqGaIMVuLs
        
         | dpatterbee wrote:
         | This really is a fantastic video. I don't think I'd considered
         | many of the ideas behind dithering before seeing how it could
         | be extrapolated to this degree.
         | 
         | The video ends in a place where I suspect even further advances
         | could still be made.
        
           | m12k wrote:
           | There's a follow up video with variations of the technique
           | (some of them with color) demonstrated in a game:
           | https://www.youtube.com/watch?v=EzjWBmhO_1E
           | 
           | But yes, there's still the issue of oblique angles looking
           | different that still remains open AFAIK.
        
         | whtrbt wrote:
         | Very cool! The dither is no longer in screenspace though, which
         | kills the retro charm.
        
           | m12k wrote:
           | Fair point, though I think that when it's low rez enough, it
           | becomes less apparent that it's not in screenspace, and it
           | gets closer to a retro look:
           | https://youtu.be/EzjWBmhO_1E?t=102
        
       | surfsvammel wrote:
       | I absolutely loved this game. I still think about it often, the
       | story and the characters. I wish there was more games like it.
       | 
       | Interesting read!
        
         | duncanscomments wrote:
         | Agreed. The game is tied together so well with its deductive
         | gameplay, art, and music. I also appreciate how difficult it
         | is, I was banging my head against it frequently during my
         | playthrough - but the "aha" moments are so worth it.
         | 
         | I picked up Blue Prince after - completely different game in
         | most respects but hits some of the same satisfying puzzle-
         | solving/deduction notes.
        
       | progforlyfe wrote:
       | I grew up on the small 6 inch 1 bit Mac SE display so the art
       | style has a special place in my heart. Sadly I'm too "dumb" to
       | fully enjoy the game as it requires a lot of attention to detail
       | -- amazing if you enjoy detective style puzzles! I still highly
       | respect it.
        
         | teaearlgraycold wrote:
         | I got half way through but honestly just don't enjoy the core
         | loop enough to finish. And it's the kind of game you need to
         | finish in one sitting else you're shit outta luck and need to
         | start over.
        
       | abetusk wrote:
       | I keep feeling like there's a set of fundamental assumptions that
       | can be optimized for, or relaxed and optimized for, in order to
       | get at what a better method might be.
       | 
       | For example, stability of dithering under rotation and or some
       | type of shear translation. What about stability under scaling?
       | 
       | There's been some other methods that essentially create a dither
       | texture on the surface itself but, to me at least, this has a
       | different quality than the "screen space" dithering that Obra
       | Dinn employs.
       | 
       | Does anyone have any ideas on how to make this idea more
       | rigorous? Or is the set of assumption fundamentally
       | contradictory?
        
       | tesseractcat wrote:
       | If anyone finds this interesting, I'd like to plug my post
       | analyzing a similar technique, but generalized for perspective
       | pixel art: https://tesseractc.at/shadowglass
        
         | ZeWaka wrote:
         | Thanks!
         | 
         | As a retro game dev and pixel artist, this is a lot more more
         | preferable than the constant shimmering of other recent
         | techniques such as Texel Splatting
         | (https://dylanebert.com/texel-splatting). Love how stable it
         | is, reminds me of billboarding but is clearly 3D.
         | 
         | Edit: Ah, I didn't finish reading the blogpost - didn't realise
         | splatting was based on yours. I actually like your variant a
         | bit better, but perhaps that's just due to the choice of
         | textures/models.
        
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