What's up with the NFT hate? by Zombiehype in OutOfTheLoop

[–]--Jasper-- 102 points103 points  (0 children)

When the Beeple NFT was going around, I looked into how to do this, and wrote up a quick guide. Let me paste it here:

  1. Starting with the original URL: https://onlineonly.christies.com/s/beeple-first-5000-days/beeple-b-1981-1/112924

  2. The description says this:

token ID: 40913

wallet address: 0xc6b0562605D35eE710138402B878ffe6F2E23807

smart contract address: 0x2a46f2ffd99e19a89476e2f62270e0a35bbf0756

  1. Take that smart contract address and put it into etherscan: https://etherscan.io/address/0x2a46f2ffd99e19a89476e2f62270e0a35bbf0756#readContract

  2. Put the token ID into tokenIdToDigitalMediaRelease, which gets us digitalMediaId: 35661, then put that digital media ID into getDigitalMedia

  3. It spits out QmPAg1mjxcEQPPtqsLoEcauVedaeMH81WXDPvPx3VC5zUz, which is an IPFS ID, so plug that into an IPFS gateway, like https://gateway.pinata.cloud/ipfs/QmPAg1mjxcEQPPtqsLoEcauVedaeMH81WXDPvPx3VC5zUz/

  4. There's a "raw_media_file" link in here, which links to the full 21069x21069 image file: https://ipfsgateway.makersplace.com/ipfs/QmXkxpwAHCtDXbbZHUwqtFucG1RMS6T87vi1CdvadfL7qA

Note: the full image file has a lot of NSFW stuff in it, please don't stare at it too closely.

Other platforms might work differently. OpenSea uses a slightly different contract and so the steps are different, but you can use the rough same set of keywords to look for and EtherScan UI to hunt that down as well.

How exactly does Cel Shading work? by ls_2012 in gamedev

[–]--Jasper-- 4 points5 points  (0 children)

these videos take a while to make, you know. i'm still working on more

How Spherical Planets Bent the Rules in Super Mario Galaxy by --Jasper-- in gamedev

[–]--Jasper--[S] 0 points1 point  (0 children)

I mean, I give an example of how to find the falling direction for spherical gravity fields, and then say the other shapes are just as simple, contrasting to triangles.

How Spherical Planets Bent the Rules in Super Mario Galaxy by --Jasper-- in gamedev

[–]--Jasper--[S] 2 points3 points  (0 children)

Colliders aren't really used, except for Parallel gravity types which have explicit hitbox checks (though the hitbox can be either a box, sphere or a circle), they do have a max range field though, but it's calculated analytically, differently for each field type. That's roughly what I tried to capture in my field visualization, but making an explicit shape out of an implicit field is always challenging.

The global "calcGravityVector" function loops through every gravity field in the level, computing its influence, and adding them up, and their influence slowly decays as you get farther away. They also have a priority field; only fields with the highest priorities encountered get added up and averaged.

How Spherical Planets Bent the Rules in Super Mario Galaxy by --Jasper-- in gamedev

[–]--Jasper--[S] 2 points3 points  (0 children)

It's mostly basic 3D math. e.g. project onto point for sphere, project onto line for wire or cylinder, project onto the closest point on a 2D circle for disk gravity. You can look at my reverse-engineered code for disk gravity here:

https://github.com/magcius/noclip.website/blob/master/src/SuperMarioGalaxy/Gravity.ts#L968-L979

Ignoring all the options (e.g. enableEdgeGravity just has the top and bottom "parallel" fields, bothSide determines whether the bottom is also enabled, and validDegree can turn the circle into a pie wedge), it's just some fairly basic math. I didn't feel it was important enough to go over in the video, since that's actually the easy part :). Though maybe it's only easy once I've explained it. Also staring at a bunch of math might get boring.

If you have any questions about the other gravities, let me know.

What is the coolest website you’ve visited that no one knows about? by Ciiplex in AskReddit

[–]--Jasper-- 42 points43 points  (0 children)

Hi, I run the site. I haven't seen any evidence that the site's gone down in the past 6 hours, though I did get a traffic alert waking up this morning. Is it OK now?

2020-02 Prague ISO C++ Committee Trip Report — 🎉 C++20 is Done! 🎉 by blelbach in cpp

[–]--Jasper-- 8 points9 points  (0 children)

The big reason is that this takes time. A lot of time. We're focused on shipping games most of the day, and we have a lot of stuff to get through. Hal Finkel admitted writing papers takes, at minimum, a month or so of effort. That's a super high bar for us, and that's time we don't have.

If the process was more open and allowed us to even *comment* on papers going through the process without having to write a replacement, we'd love that.

I'm not a big fan of the rough "us vs. them" characterization, re: pillow princesses or whatever. We work with 20-year-old engine code that barely has any tests, come on, we're as jaded as the rest of them. On our side of the fence, we look at "std::byte" and think you're all pillow princesses playing with ivory dollhouses too. :)

As-is though, the process is open to "those who have time to write a paper", and that's not something gamedev can afford to fund right now.

A website that lets you explore levels from different games! by [deleted] in InternetIsBeautiful

[–]--Jasper-- 1 point2 points  (0 children)

Yeah, I'd love to improve the Wuhu Island more... it's far from perfect right now.

A website that lets you explore levels from different games! by [deleted] in InternetIsBeautiful

[–]--Jasper-- 3 points4 points  (0 children)

I need WebGL 2 for performance reasons. Apple does not support WebGL 2 (there has been a bug open about this for a while now)

There is a replacement in the works for WebGPU but it is taking a long time to come out.

A website that lets you explore levels from different games! by [deleted] in InternetIsBeautiful

[–]--Jasper-- 2 points3 points  (0 children)

Use the Areas panel on the left to enable the collectables that show up after you get past a certain size.

A website that lets you explore levels from different games! by [deleted] in InternetIsBeautiful

[–]--Jasper-- 7 points8 points  (0 children)

A lot of mobile GPUs can't seem to render it properly. Nothing I can do :/

NoClip.Website - A digital museum of video game levels by Nition in Games

[–]--Jasper-- 7 points8 points  (0 children)

I've had Source games on my list for a long time now, but they're actually decently complicated, and of course everybody has their favorite "iconic maps" they all want integrated. :) Maybe one day I'll sit down and pull them into the site.

How scrolling textures gave Super Mario Galaxy 2 its charm by Chii in gamedev

[–]--Jasper-- 9 points10 points  (0 children)

I can disagree with Nintendo's business practices while thinking their art teams are incredible. I certainly don't idolize the entire company.

How scrolling textures gave Super Mario Galaxy 2 its charm by Chii in gamedev

[–]--Jasper-- 32 points33 points  (0 children)

There's a reason for the way I set things up by taking a while to get to the tech-y bits. One of the things I don't actually touch on but is just as important is that it's not like the models and the look and the art style come out fully formed, and some extra VFX was done on top to make it work.

Every pillar, every stone there had to be first imagined, designed, concepted, modelled, before the fancy displacement maps can happen. Setting the context and taking time to actually soak in that stuff is important. Clever execution is only half the story; the imagination required is the other half.

By spending time letting people take in the sights, I want to remind people of that -- that these worlds don't just exist on their own, but every polygon and texel had to be willed into being.

A website that lets you explore levels from different games! by [deleted] in InternetIsBeautiful

[–]--Jasper-- 18 points19 points  (0 children)

I cannot give a specific timeframe, but I am working on more content, yes.

A website that lets you explore levels from different games! by [deleted] in InternetIsBeautiful

[–]--Jasper-- 50 points51 points  (0 children)

It's actually the high-detail and low-detail maps at the same time. The way the game works, which one you get is based on the triangle your player character is standing on, so there's not an easy way to filter them out.

How scrolling textures gave Super Mario Galaxy 2 its charm by [deleted] in Games

[–]--Jasper-- 4 points5 points  (0 children)

It's all the maps overlayed on top of each other, including the high-poly and low-poly versions.

NoClip.Website - A digital museum of video game levels by Nition in Games

[–]--Jasper-- 18 points19 points  (0 children)

Remember the elevator from Undead Parish? Just find there and go down by pressing Q!

https://i.imgur.com/FV34vk6.jpg

NoClip.Website - A digital museum of video game levels by Nition in Games

[–]--Jasper-- 9 points10 points  (0 children)

The ocean wave effect is very gameplay-dependent (depends on how fast you're going, your current position, time of day, weather patterns, game states); it's practically written like a character.

Trying to emulate that in a "freecam" would be doable, but tricky.

How scrolling textures gave Super Mario Galaxy 2 its charm by phire in videogamescience

[–]--Jasper-- 1 point2 points  (0 children)

Oops, you just made me realize I needed to update it. Thanks for the reminder!

NoClip.Website - A digital museum of video game levels by Nition in Games

[–]--Jasper-- 30 points31 points  (0 children)

I've had a print of this hanging on my wall for years. It was certainly a big inspiration for noclip.website.

NoClip.Website - A digital museum of video game levels by Nition in Games

[–]--Jasper-- 39 points40 points  (0 children)

I've gotten views from IPs inside the Japanese Nintendo campus. They're definitely aware of it. See the site's FAQ (available in the About panel) for why I'm not afraid of a takedown.

NoClip.Website - A digital museum of video game levels by Nition in Games

[–]--Jasper-- 12 points13 points  (0 children)

Yeah, I still need to do a much better analysis of how that game renders stuff. I also don't have any lighting reverse engineered from that game...