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MaPi_ · 2 years ago
I tried some hl2 maps and the need for speed most wanted map. I'm really impressed by how close the rendering is to the original games. Not only did they get the lighting and shading right, there are also details like the NPCs being present, or even animated falling leaves particles in the most wanted map.
nness · 2 years ago
I'm at a loss how they managed to convert/managed so many different formats — the textures, level data, sprites, etc. Rare games on the N64 made extensive use of "vertex shading" like techniques, and these have all been carried over to a higher degree than I would've expected...

What an undertaking!

petargyurov · 2 years ago
Off topic, but you're the guy who made the HN User Tag script! I recognise you since I have you tagged as "tag-legend". Still waiting for you to post your creation as a Show HN! ;)
nwoli · 2 years ago
I believe it’s open source so it’s a big shared work by many hands
Cloudef · 2 years ago
The author's youtube channel is also a nice gem: https://www.youtube.com/@JasperRLZ/videos
zirgs · 2 years ago
In wind waker maps even NPCs are animated.
poglet · 2 years ago
I clicked on a few and assumed they were ripped from the original game, it is really that accurate.
jezzamon · 2 years ago
They are definitely ripped from the game. More significantly, there's a lot of work on the rendering engine side of things to make all these different types of games with their different rendering techniques work on the browser.

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Mashimo · 2 years ago
It's incredible that you can click a button and within 3 seconds see the entire map of GTA III in your browser :0 And fly around in it.
NetOpWibby · 2 years ago
THERE'S GTA?! And here I was smiling because I clicked around Smash Bros stages.
9dev · 2 years ago
There's San Andreas, even. TIL there's a vast cellar below the army base...
Cthulhu_ · 2 years ago
Is that because of the game loading a lot more than just the map, or because of advances in tech (SSD's, CPUs)?

I tried it with Vice City, it took a bit longer to load for me. That said, it looks a lot smaller than I remember it being.

wongarsu · 2 years ago
GTA Vice City was made for the PlayStation 2. The PS2 has a 300MHz CPU with 32MB RAM, and a GPU with 6.2 GFLOPS (slightly simplifying, it wasn't a standard PC architecture). The game was read from DVD, and the DVD drive could push 5.28 MB/s (if everything was sequential on the disk).

So it's safe to assume that the difference is mostly due to advances in tech, though advances in compression algorithms likely also helped (not that the PS2 had a lot of spare CPU cycles to decompress content).

jmkni · 2 years ago
Vice City is under "Experimental" so maybe it has more issues?
zirgs · 2 years ago
But in those old games even distant LODs weren't rendered and were hidden by fog. These days you can disable that fog without any issues.
citeguised · 2 years ago
About the name: "Noclip" was a common cheat or mod in games, that allowed the player to fly through (or fall through) level-geometry and boundaries.
modeless · 2 years ago
John Carmack explains the etymology as [not] "'clipping' your movement vector", which I hadn't heard before. The name makes more sense to me now. https://twitter.com/ID_AA_Carmack/status/1688614345511510017
pvillano · 2 years ago
I let out an "oh" so long and loud it revealed my location
113 · 2 years ago
Oh no, is this esoteric knowledge now?
TheFreim · 2 years ago
I think it's still pretty common if you play a lot of PC games, but it's likely much less so. There seem to be less and less games giving you out-of-the-box developer console access which over time will likely cause new video game players to not know about them as much.
pluijzer · 2 years ago
Nowadays, with online game (both MP as SP) cheating is seen as a crime.
viraptor · 2 years ago
Yeah, iddqd and idclip are kind of a shibboleth now : - (
macintux · 2 years ago
Well, some of us haven’t played serious video games since the early 90s, so…
this_is_not_you · 2 years ago
Oh, I thought this was related to the Youtube channel Noclip that publishes video game documentaries.
Retr0id · 2 years ago
Guess what their name is referencing...
smcl · 2 years ago
Interestingly noclip (as in Danny O’Dwyer) have their own video game archiving project going on, where they’re preserving and uploading old clips to https://archive.org/details/noclip?tab=collection
pronoiac · 2 years ago
Oh! I thought I'd seen this before, but I was thinking of a Wipeout-specific version - https://phoboslab.org/wipeout/
jl6 · 2 years ago
Absolutely incredible. They seem to have extracted not just level geometry and textures (which I could kind of imagine normalising to some kind of universal 3D scene format), but also animations and shader effects (which I always imagined being much more bespoke to each game/engine).

Also: copyright lawyers will surely be in touch soon?

jsheard · 2 years ago
This has been around for years and AFAIK none of the copyright holders have ever raised an issue, it helps that the developer isn't tempting fate by taking donations or running ads on it.
s_dev · 2 years ago
Copyrights only generally only start getting entertained if money is being made from it. It might be copyright infringement to post brand logo to a forum but it wouldn't be pursued. Make that forum the forums icon and start generating advertising revenue based on that icon and you'll start getting cease and desist letters.
sbarre · 2 years ago
Yeah but sadly with video games things tend to get a bit touchier, particularly when assets start getting extracted, converted and re-purposed.

Hopefully that's not the case here!

aequitas · 2 years ago
I thought at first this was associated with the Noclip.video site, which makes excellent documentaties, but it's not.

There is also a geography game which uses game maps instead of real maps: https://lostgamer.io

pooriar · 2 years ago
Wow, the ENTIRE massive ocean of Windwaker with all the islands loads faster than single rooms for other games. And then zipping around it so fast from the sky, all the islands seems so small compared to how big it all felt playing the game as a kid
matsemann · 2 years ago
I was also surprised about how "small" Kakariko willage from OoT was. But I guess that's some of the cleverness of the time. Make something small, but fill it and make it feel alive.
Neoshadow42 · 2 years ago
It's really crazy what camera angles and clever design can do. Check out GTA San Andreas for what I feel is the best explanation of this - the game felt enormous when I was a kid, but when you see the actual true size of that map, it's pretty damn small.
Levitz · 2 years ago
"Big" and "small" are funny terms when you talk about computer graphics. A surface 10 units long is short if your character moves at 10 units per second. It's long if your character moves at 1 unit per second.

You can easily see the entire GTA map and it might seem small, but if you place the camera at street level I think it's clear the map is rather big.

fullstop · 2 years ago
You've probably figured this out, but you can press shift to run and zip around even faster.
trh0awayman · 2 years ago
The Pokemon Snap one brings me back to when I was a kid. They had these Pokemon Snap machines, and you used to be able to take your memory card to the local mall and use them to print out stickers from the photos you took in game. Those "bridges" between the virtual world and the real world endlessly fascinated me.
matsemann · 2 years ago
I thought this page was mostly geometry+shaders. But the snap version has lots of interactivity! You can trigger lots of the stuff you could trigger in the game. Have they replicated all that manually or how?
pfedak · 2 years ago
The Pokemon Snap behavior is a mixture of handwritten code and parsing of the game's AI code. It was originally written in a very structured way that makes it easier than having to fully emulate. More involved interactions are missing (Magikarp evolution in the valley, a lot of the cave sequences)