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low poly aesthetic

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Thread replies: 197
Thread images: 76

File: Virtua_Racing_Deluxe_Arcade_004.png (17KB, 496x384px) Image search: [Google]
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Can you post your favorite examples of low-poly graphics? Doesn't matter if they're good in an obvious or cheesy way

pic related
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BEHOLD
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And it's a damn fine port.
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i'm too lazy but have a bump
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>>3402990
>>
I love low poly. I can't see it becoming a nostalgia point like 16 bit sadly.

People usually hate realistic low poly graphics but I find the PS1/N64 WWE (WWF?) games style to be endearing.
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>>3403010
Actually it does have aesthetics. Too bad the game's so poor

>>3403013
Fuck yeah the god of low poly

They made these awesome figurines too!!
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>>3403274
>I can't see it becoming a nostalgia point like 16 bit sadly.

There are two low poly racers in the works for PC. One is called Drift Stage, the other one I don't remember, maybe someone can help me... it was very similar to Virtua Racing aesthetically, but with gameplay more akin to Mario Kart (use of weapons, drivers with personality, etc).

who knows, maybe they start a trend
>>
I would say flat/gouraud shaded poly games have "aged" better than early textured poly games.
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>>3403351
Racing Apex
https://www.youtube.com/watch?v=z9G1FzQ_5Sg
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>>3403274
>>3403372
It's actually a hot graphic design trend right now. Except most of those "digital artists" don't do it in appreciation for retro games and are just hopping the new trends.

But let's not talk about disgusting Tumblr-tier things in this thread and keep it to actual retro goodness. In case you suddenly want more like picrelated, google "low poly art". It's not the same but I warned you, people who use it don't even connect it to video games.
>>
I don't like doing this, but there really aren't many low poly games around. Lego Drome Racers on the GBA:
https://www.youtube.com/watch?v=ffX2Al201AA
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>>3403408
Pretty good graphics for GBA. I only tried several racers on it, but this looks pretty sweet.
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>>3403408

>That smooth framerate

Goddamn, that's cool. When I think of 3D on the GBA I always think of that godawful Crazy Taxi port and things of that nature.
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>>3403431
There's some special good quality about 3D done well on 16-bit systems and GBA. Can't put my finger on it, I wish more games would try to emulate it. This goes for both Mode 7 and polygons.
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>>3402990
>Why was this on a page of hitmoi tanaka not-porn.
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>>3403393
Honestly I would love to see more games implement this style. I think it has the same allure that 16-bit SNES RPGs had. Lack of fidelity means the player/viewer gets to fill in the details with some of their own imagination but being 3D you get a chance to show off some really nice crisp anti-aliasing.

Also if it means the devs have more time to focus on gameplay instead of having to invest thousands of hours into ultra-detailing some linear hallway that you'll pass through in 3 seconds then it's probably time better spent.
>>
Spyro 3 looks more appealing than even the future Spyro games. The way the models look works in lowpoly. The models in the manual always creeped me out.
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>>3403472
>The models in the manual always creeped me out.
Oh man, I rememeber when they used to put those low-poly, low-res texture models from games on front covers of magazines. This was considered to be super "cool" and "with the times".

Pair that with some title like "64 FUCKING BITS OF PURE SEX TO YOUR EYES", and you got your average VG mag of mid-'90s.
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>>3403461
I agree to a part. I don't like when it's presented as a selling point.

Also, as every trend, it's just being shoved everywhere now without much concern for art direction and originality. Say, why every game has to look like Little Big Planet or something like it, with chibi-like characters, toy-like world and a banjo/whistle soundtrack to boot? It's just bland marketing at this point, doing only what sells.

But yeah, today graphics take a disproportionate amount of work/time/attention to details. This goes for anything from AAA to indie games. It's been like that 10 years ago, now the graphics in AAA titles have become stupefyingly detailed, like CGI movie-level, and I doubt anyone even pays attention to it. I always feel it's there to wow the mouthbreathers who get stoned just by looking at it.
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I think the 3d models in this game are legit good and am glad they didn't texture them. It is a more aesthetically pleasing game than the other 2 on the console.
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>>3403657
Looks amazing. Almost hasn't aged (aside for the lighting).
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Castle Sentinel from Daggerfall.
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>>3402990
MDK did masterful use of the limited polygons, all while staying truthful to concept art (bottom of the pic). It was one of the best looking games at the time.
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>>3403408
Now that this one had succes, let's try something even more recent.
Horizon Chase for mobile phones. It is very inspired by OutRun, the Lotus and Top Gear series, it even has Barry Leitch doing the music!
https://www.youtube.com/watch?v=cggbgZF_aFg
https://soundcloud.com/barryleitch/hc-main-theme-top-gear-re-imagined

Pretty much looks like this >>3403393 but with an art style very inspired by the raster effect racer of the past.
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>>3403798
its amazing for how old it is how well it looks and feels aesthetically
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>>3402990

https://www.youtube.com/watch?v=bF_a6qMeWP8
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anyone here play Elite:The New King? re-engineering of the space sim classic with flat shaded polygons instead of wireframe graphics (though you can toggle which graphics you want).
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>>3404057
GO AWAY I DON'T WANT TO SPEND ANOTHER WEEK IN E:D CHASING THARGOIDS
>>
File: Dr-Slump-PS.jpg (137KB, 1006x768px)
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How low poly are we talking about here?
I posted this on another (dead by now) thread, but this game makes great use of low poly and textures. It keeps things locked to small areas to keep the framerate, but it works.
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>>3404037
the cars are high poly, this is just bullshit style
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>>3403347
>Fuck yeah the god of low poly
Not so low, at least in the arcade version.
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>>3404154
i have no idea what this game is about, i saw it on some tumblr about retro graphics and it looked wonderful but i google it and not a damn bit of good info could i find.

just moonrunes for days.

what the fuck is this game
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>>3404232
dunno, but it looks fucking fantastic.

https://www.youtube.com/watch?v=riZ-WeTluUc
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>>3404037
Sorry, but this looks like a mess. High poly textured cars, low poly stages, segmented road like in 2D games but textured, vectorized bacgrounds... this game lacks direction.

>OutRun, the Lotus and Top Gear series
Too many indie games "inspired" by old games. Too many rip-offs.
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>>3404232
>>3404245
Gameplay with English subtitles.
https://www.youtube.com/watch?v=Vc4Uw0b81dg

>>3404250
Should've given a trigger warning for the autists. My bad.
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It has incredible charm.
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>>3404037
this looks like shit dude

i've seen enough mobile trash to be mostly desensitized but wow 3D low poly smoke instead of just using sprites, that looks especially bad instead of just clashing styles and no direction whatsoever

it's almost like they were trying to find a way to shovel more polygons into the cars and some einstein had the bright idea of dropping everything but the cars to 10 and calling it retro
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File: Driftstage.png (708KB, 1680x1050px)
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What do you think of Drift Stage ?
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>>3404262
I don't need to be autistical to notice that Horizon Run is just another indie piece of crap that lacks direction. The only "retro" part about this game is that they tried ripping off old racing games and failed at it.

>>3404276
Non retro. But at least it have a consistent art direction. It's like a Dreamcast game with NES-inspired textures.
Looks cute and at least like something different for a change.
>>
Is it fair to post FX chip games? I think Stunt Race FX did a good job for the Snes hardware. Combining 2d and poly to create something that wasn't possible with either one singularly at the time.

https://youtu.be/Me9mMw7EIMI?t=7m58s
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>>3404232
It's an action game about the first big hit of the creator of the Dragon Ball series. You can see it kinda looks like his style even in the game.
I'm making a gameplay series on it exactly because of that, there's not much info on it.

It's nothing spectacular but it's a really fun game. It looks nice and the dialogue is silly and nonsense for the most part, but really close to the original manga.
>>3404262 posted the first of the series. But if you want to try it by yourself, the level of japanese needed is quite low since the entire game is in katakana and hiragana.
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>>3404276
I tried the alpha a while ago. It controlled well, but I'm not a big fan of the aesthetic. It's that overdone Hotline Miami neon style, rather than actually looking like a real 80s/90s driving game.

Also, I've said this before on /vr/, but every new Out Run clone misses what I think is the most important thing about Out Run; jazz fusion.
https://www.youtube.com/watch?v=qHqVADsA9hs
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>>3404276
Pretty fun with how it comes along, but they are really damn slow and that's what makes me afraid since it was kickstarter after all.
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>>3404351
please fix your aspect ratio. The game's too pretty to be squeezed like that
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I just want to see Silpheed running at a higher resolution, with the backgrounds rendered live instead of a mushy FMV. The same models, poly's, etc. Where every corner is seen crisp and clear.
https://www.youtube.com/watch?v=IJzOkAaavxY
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>>3404037
The music is amazing, I also dig the striped roads. Some parts actually look inspired to me. But as >>3404250 said, it's kinda messy, and the low-poly is just thrown in there without much concern for consistency/following a single direction. It's another case of a game trying to capitalize on all trends at the same time: "pixel art", "outrun/futuresynth", "modern low-poly", "flat design" and "polaroid colors"—and of course ends up looking like anything BUT retro.

But much more importantly, I'm just sick of all the unimaginative outrun clones which all do exactly the same. People forget that unlike the original, these kinds of games are boring and came pre-installed on phones since like Motorola T720.
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>>3404326
Yeah, wanted to post it myself. I was a bit hesitant because it had lots of sprites
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>>3403714
That's because there are almost no textured surfaces.
What's wrong with lighting?
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https://www.youtube.com/watch?v=uAW961EbvHI
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>ctrl-f 'strafe'
>0 results
Has nobody heard of it?
https://www.youtube.com/watch?v=YWRiMGd16Ho
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>>3404037
I'd play that if it were on PC.
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>>3404737
Not retro.
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>>3403449
explain
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>>3404764
Not retro, and it looks awful.
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>>3404710
I think that's Gouraud shading https://en.wikipedia.org/wiki/Gouraud_shading

For example, think Mario 64 and so on. Many games on N64 and PS One used it.

You can see every polygon has this gradient from light to dark. As a result, you can see the yellow "crosses" on the dragon's chest.

I just wonder how it would look like with more advanced lighting.
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Moto Racer 1 on the PC would let you downgrade the graphics until all polygons were untextured, I always played like that.

Can't find a screenshot though...
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File: Figure_10.png (152KB, 541x400px)
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>>3404776
>>3404710
Another example to show what I'm talking about
>>
Does Ecstatica count?
It uses ellipsoids.

https://www.youtube.com/watch?v=9SsR5fPjGu4
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>>3404764
>minecraft
>aesthetic
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Alone in the Dark
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>>3404797
Ellipsoids aren't polygons but it also uses polygons.
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>>3404797
Thanks for posting, the graphics sure are a gem
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>>3404770
Yeah but its a wonderful game
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>>3404798
nice meme there
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>>3404809
So there are or there are NOT polygons?
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>>3406093
There are polygons and there are ellipsoids. You should be able to see them in the picture and video.
Creatures use ellipsoids, buildings use polygons.
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>>3406143
I thought buildings are prerendered.
>>
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Animal Forest is some of the best low poly out there. It looks fine even in the NGC ports.
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??????
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>>3406093
no polygons in ecstatica, not a single one

>>3406143
buildings (and plants, and the floor, and any objects) use dense packages of ellipsoids, that was the game's style

>>3406151
indeed, prerendered static screens with characters rendered in realtime. The game was smart about using the same primitives for background and characters, so you don't get the jarring disconnect that Alone in the Dark had, with drawn backgrounds and crude polygonal models.
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>>3406256
Cool. Love the trees too
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>>3406256
Cerebral palsy: The Game
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>>3404358
Pretty sure they took the money and ran.
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>>3403372
It looks nice but in the same time I don't like it. It looks somewhat pretentious for me.
What's wrong with me?
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>>3406663
you have taste? shit's pretentious as fuck
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>>3406429
>Cerebral palsy
yeah controls and gameplay pretty bad.
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>>3404805

god dammit,
getting 3 to work on modern OS is impossible without emulation
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>>3407598
so, emulate
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> indie vaporware
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>>3406575
Delko still posts on twitter about it, but i have no idea how its taking so long when it seems like such a simple concept. I could knock out one of those cars in half a day.
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>>3407887
>it seems like such a simple concept
ever tuned physics between reality and fun?

>I could knock out one of those cars in half a day
sure, assets like that are trivial when half-assed. They're also just one of many aspects of a game
>>
>be fan of Ace Combat
>get F15 strike eagle 2
>tfw it plays the same just slower
My fingers keep wanting to accelerate and decelerate with shoulder buttons that arnt there but otherwise it's working out. I havnt tried the 6button pad yet to see if extra functions are mapped to the extra buttons, might make weapon switching easier on the fly if so.
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Stunts on DOS is a great example.
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>>3407971
Indy is much prettier
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>>3403347
>Actually it does have aesthetics. Too bad the game's so poor

I dunno, that game is a bit TOO under-textured.
>>
>>
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>>3408014
to this day I see no reason to use more complex models
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>>3407979
Stunts has the better gameplay
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>>3408034
they're very different games
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>>3404264
Lorado Cronk
Love this game
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>>3407971
That's some Money for Nothing–tier low poly, thanks
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The whole game really
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>>3404264
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Amiga 3D games that actually use polygons. I'm not that familar with the Amiga though.
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>>3403372
Oh man, not OP, but I love it.
Everything I could want. That Virtua Racing look, but in HD at 60 frames. Perfect.
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JUMPING FLASH
Love the floating Islands aesthetic of early 3D platformers.
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Race Drivin'
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S.T.U.N. Runner

https://www.youtube.com/watch?v=U6CPtjyr19M
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>>3410958
How awful filters of yours are.
>>
Wing War, Virtual On, Gunblade NYC, Virtua Cop, Star Wars Arcade
https://www.youtube.com/watch?v=OjbyUd9IfrQ
https://www.youtube.com/watch?v=0raB0c23Buo
https://www.youtube.com/watch?v=PLwvVmx3XxQ
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>>3411020
I grabbed a random image off the web without really looking at it
my b
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>>3411037
Wing War is beautiful. I love this style.
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>>3408619
Excellent description. made my night
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>>3404057
The PC version of Elite had flat shading.
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All voxel games.
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>>3412007
true but it runs too fast on modern pc whereas The New Kind is a carbon copy of the original BBC micro version.
>>
The Mega Man Legends games are among the prettiest games on the PS1 and it's a style I'd really like to ape if I ever make a game.
>>
I'm trying to achieve a low poly look in my newest model. I'm aiming for Dreamcast-tier graphics, as Playstation would not be able to run a full game looking like this.

I know it's not retro, but I'm the same guy who was doing the Mudman mask, Sparticus from Battle Beast, Golden Axe weapons and that fucking dreadful Sonichu Medallion. Man, that thing gave me nightmares. And Sonic arms were blue in all of them.
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>>3412024
>it runs too fast on modern pc
perfectly fine in DOSBox

>The New Kind is a carbon copy of the original BBC micro version
Last I checked TNK was based on the Archimedes version, which is considerably more sophisticated than the BBC Micro original
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>>3412023
that's not a voxel game, the engine is 100% polygonal. Voxel games in particular do not have a low poly aesthetic, because the very motivation for voxels is to avoid that shit
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>>3412556
>perfectly fine in DOSBox
not for me. I'd have to set the emulated clock speed down to whatever megahertz it was optimized for.

>Last I checked TNK was based on the Archimedes version, which is considerably more sophisticated than the BBC Micro original
Archimedes had gangs of ships flying around in formation far out from spaceports and police would pursue wanted ship for a semi random encounter feel to the game. None of this is present in The New Kind
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>>3412586
>I'd have to set the emulated clock speed down to whatever megahertz it was optimized for
right, and then it runs perfectly fine. You know, adjusting the clock speed on DOSBox is a feature
>>
>>3412442
Just wonder, why don't you make a Dreamcast game at all?
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>>3412595
but why do all that when I can just download The New Kind?
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>>3412442
>as Playstation would not be able to run a full game looking like this
if you secretly want to target something lower, do it. Adjust models accordingly. Because that is where the actual fun is, instead of moving the goal posts around
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>>3412601
who said you should do that? You said the DOS version doesn't work, I showed you that it does. That is all. What you play is up to you
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>>3412605
well what speed should I set it to get the game to play at the speed intended, cuz I would like to give it a go?
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>>3412609
modern DOSBox sets the right one on its own, if I remember correctly. The game was likely targetting 4.77MHz

https://www.dosbox.com/wiki/4.77_MHz
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>>3412616
ok what do i do about the copy protection? It's asking me to enter a word from the manual.
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>>3412621
play a cracked version like normal people, or find the manual online
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>>3412626
well I've got it running using Dosbox 0.74 (latest version according to the site) and it hasn't auto corrected the speed as you said it would.
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>>3412635
that's how I usually play it. DOSBox goes to like 3000 cycles or so, and that's fine for the game. It's not installed at the moment, so I can't check, but I don't recall the game giving me any problems to speak of. I do like though that I can use my analog gamepad for it, including the d-pad to switch views, thanks to DOSBox' input mapper
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>>3402990
This is the game you've been looking for.
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>>3412638
There's a Playstation game very similar to this.

>>3412597
I don't know how to program yet, but I would love to do it.
I'm planning to create a Fantastic Four fangame, a beat em up, but I'm learning to model first. And I'm loving each second of it.
Modeling, creating characters, reading, acting and singing, my favourite things ever.

Is programming as fun as modeling?

>>3412603
>Adjust models accordingly. Because that is where the actual fun is
You're right, it's fun to create around restrictions, but since the very beginning I went for a clean aesthetic that the Playstation could not provide.
Old games are forced by restrictions to use few polygons, but I'm using few polys for the aesthetic.
Very few Playstation or Dreamcast developers tried to design the art embracing the hardware restrictions. They use tricks, including the low resolution, to try and avoid looking blocky, and not just the "realistic" games. But I'm going for a blocky style.

The character geometry is something easily possible for Playstation hardware, but a full Playstation game in this style would have several limited environments, lower resolution textures (those are still preliminary) and few characters on the screen at the same time.

I'm planning on creating a game with Virtua Fighter-like graphics one day.

I'm brazilian, so my english may be a bit stilted. Also, I know how indie developers get everything wrong about retro. I'm not like them. I know games like Horizon Run look like a mess (I wrote that in this very thread) and I'm tired of shitty "retro" indie games fueled by stupid nostalgia.
>>
>>3413602
> Is programming as fun as modeling?
I dunno, I'm a programmer, not a modeler :-)
I think possibility to use WinCE with Dreamcast can ease your development, but I remember WinCE wasn't very fast.

>Also, I know how indie developers get everything wrong about retro. I'm not like them.
Your path is going to be long and hard, but I wish you to overcome all problems and make a quality product.
>>
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>>3414116
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Is it true Playstation flat shaded polygons will always be perspective correct? So not only are you freeing up resources by not using any textures, you are also benefiting a lot from not having to subdivide for no reason.
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>>3414402
Yes. The affine transform issues affect textures only. Polygons/vertices just obey the normal perspective transform. What you can't get rid of is the jitter of the vertices when they move slowly.
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>>3414425
If you lay down a plane of 2 triangles and blow it up across a landscape, would it go haywire or can you minimize polygon counts now with flat shaded games?
>>
>>3414429
Depending on how your engine is implemented it may or may not go haywire. Perspective transform breaks down if vertices end up behind the camera plane. That's why usually polygons are culled on the frustrum (the region in space that's in view), and occasionally even cropped against it. That is, the intersection between frustrum and polygon is determined, and new edges are inserted that go right against the borders of the frustrum. If you crop on the frustrum, you still need to add polygons to model the more complex shape.
As for being able to minimize polygon count, it's not that simple. A large part of what makes objects look like objects is surface details. You lose them completely with flat shaded polygons. To work around it, usually objects are made up of smaller polygons, so the lighting on them conveys shape, or to add surface details. You save a lot in fill rate (which is expensive), so you can likely push considerably more flat or gouraud shaded polygons than textured ones. It's a shift in details, a trade-off
>>
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Big Red Racing for DOS. I loved this game when I was a kid, but I was a complete shit at it.
>>
>>3414479
Oh yeah man this game was amazing. So many different vehicules, and HUGE terrains you could wander into.
>>
>>3404349

wrong artist

https://youtu.be/4rvNMWKDELQ

With that said, I need to download more Casiopea albums, they're my favorite fusion band of all time, and I've never heard that song/album before
>>
>>3403657
This was from 7, right?
>>
>>3407635
>Vaporwave at all
>>
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>>
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LBA 2
>>
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>>3414489
>Naoya Matsuoka
You know it, another one of my favorites.
https://www.youtube.com/watch?v=snvQqTZHMUk
https://www.youtube.com/watch?v=rOZsQ3s9vBY

Do you know Katsumi Horii Project?
https://www.youtube.com/watch?v=sR-einE20RM
>>
>>3403431
Try asterix and obelix xxl.
>>
>>3414869
I still don't kniw how they did that.

And why there's no full playthrough video up.
>>
>>3414810

Oh shit I totally forgot about Spectre. That game was fun as hell for how minimal it was and the multiplayer mode worked really well despite it being over appletalk.
>>
>>3404057
there's a GBA port of The New Kind.

that's my prefered way to play Elite since that port has menu based controls which I find better than having to use a different key for everything and you can use the emulator features like fast forward and savestates
>>
>>3414869
And Driv3r, made by the same team.
>>
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>>
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Robocop 3 has some pretty cool aesthetics
>>
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>>3417142
>>
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>>
>>3417148
That's the way you do it
>>
>>3418445
That's rather pre-rendered.
>>
>>3418468
What is? The background? I'm sure he's talking about the characters and some environments because I have Poy Poy and it is most definitely untextured polygons with gouraud shading for most models.
>>
>>3418445
Ah, the ol' PS graphics

> realistic textures on rocks
> no textures on the ground whatsoever

> an angular rock flying in the air, made of barely 6 polygons
> casts perfectly circular shadow

> and of course, a flat pre-rendered background

Also Moai statues are everywhere, as expected of Konami game

>>3418490
Yep, Gouraud all the way. Although they look almost like ellipsoids
>>
Interstate 76
>>
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>>3418457
Coming up, next thread: games with hand-drawn graphics
>>
>>3419569
> Not Take On Me
wew
>>
>>3415872
now that sounds fucking awesome
>>
>>3414869
>>3415935
aint asterix and obelix xxl using the driv3r engine??
>>
>>3419569
>>3419658
The intro of this one had a similar look to it:

https://www.youtube.com/watch?v=GQd3FFT7pnc
>>
>>3419701
that looks fucking amazing incredible never heard of it.
>>
>>3419701
reminds me of jurassic park arcade.
>>
>>3419672
here's the download link

http://pdroms.de/files/gameboyadvance/elite-the-new-kind-v1-7-1
>>
>>3419701
Great find
That "Hey hey hey!!" voice though
>>
>>3410785
I can attest to the fact that a lot of Amiga games that are in 3D are kind of the "painfully slow" variety, like maybe 10-15fps at best and without hardware upgrades

And it's way worse on things like the ZX Spectrum
>>
>>3421085
>the "painfully slow" variety, like maybe 10-15fps at best
Sounds pretty fair to me
>Remember that flight simulators were considered good at the time if they got frame rates above 8-10 fps
>>
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https://youtu.be/Yc9o_ldmlVs?t=74
>>
>>3421118
Beautiful pic
Those skies look like modern indie shit though.
>>
>>3421945
these clouds are volumetric. No modern indie should would even care about that
>>
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Gorgeous
>>
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I want to drive that pickup.
>>
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>>
>>3403274
A lot like claymation for animation. Very passed over by much.

Loved no mercy, and vpw2.
>>
>>3412442
Nice sue.
>>
I'm sure somebody will get around to posting 3D ant attack, Zombie Zombie, Driller, The Sentinel, Zarch sooner or later, amirite?
>>
>>3419569
Postal
>>
File: Toupeira.png (486KB, 2048x1556px)
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>>3423969
Thanks. I did the Thing and the Mole Man too.
>>
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The PSN/XBLA version of Daytona USA is almost orgasmic, especially in combination with its great/cheesy mid-90s soundtrack.

I WANNA FLYYYYYYY SKY HIGH
>>
>>3423971
>Zarch
My nigga.

https://www.youtube.com/watch?v=DbENFcmurbo
>>
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>>
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Geoff Crammond's Formula One Grand Prix

Perhaps THE game of my childhood.
>>
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>>3402990
To this day I still wish there was a true saturn sonic game because of this
>>
>>3402990
I'd love so much to make a Virtua Racing TC for Carmageddon 1 but I can't be arsed to recreate all the content from scratch...

Pic somehow ontopic I guess (also the guys behind the Super FX chip made the engine behind Carma1/2).
>>
>>3402990
My favorite low-poly look is probably how Ridge Racer 1 and Revolution looked on the PS1. Bright-ass textured unlit polygons everywhere. It's just got this look to it. It's super cheesy looking.

can't be arsed to find a good screenshot/go take one myself, all of them are blurry youtube shit and/or upscaled emulator shots

Rage Racer runs on the same graphics engine, but has a muted, dark sense of style, all sunsets and clouds and shit, which looks ace in its own way.

>>3404650
>these games are boring
Nah. A competent OutRun clone can be a fun game.

but the thing is, OutRun's track design is actually tricky and the clock is a harsh mistress when you're starting out
a lot of OutRun clones don't really care about the track design, whether it's satisfyingly hard or not

>>3403657
Fuck, that's a really sexy model, other than the overly chunky looking vertex colors.

>>3412595
DOSBox doesn't really bother with actual cycle speeds. You can get it to something approaching proper speed, but all instructions in DOSBox take a single emulated clock cycle to complete, making it really dependent on what's being executed (something that uses lots of divides/multiplies will run much faster at a given cycle rate in DOSBox, for example)

but for most people, it's good enough, and considering that other than 4.77MHz targeted games, cycle-accuracy doesn't matter (they really should add an actual cycle-accurate CPU though for those early games)

>>3407906
they better be tuning them
I tried one of the demos and never looked back at the project, handling was no fun at all.
>>
>>3421085
honestly, 10-15fps is almost playable
at least it's nothing like experiencing the handful of 3D games on the Genesis that never really hit more than 10fps
>>
>>3428925
>they better be tuning them
indeed. That's what I tried to say. Balancing the physics is tons harder than any asset creation
>>
>>3428925
>A competent OutRun clone can be a fun game
I have only seen one competent OutRun clone in my life, and it was called OutRun 2. Lots of games try to use a similar engine (rightfully so, it's a solid concept), but none, except the one mentioned exception, and just barely, manage to capture the OutRun spirit
>>
>>3428925
>>3428938
>a lot of OutRun clones don't really care about the track design, whether it's satisfyingly hard or not

That's the whole point.

Technically, OutRun is very simple (a fact indie devs love). What makes it so good is how inspired it feels. The whole engine/basic concept is just a tip of the iceberg—that's what all of the imitators never seem to realize.

From music to levels, it has this classic '80s Japanese game feel. You can tell the devs actually cared what people would experience playing their game, at an era before e-mail and forums. I imagine they wanted the players to take on the challenges, to hear the music, to feel the whole aesthetics. I imagine the composers, the artists, the game planners actually felt responsible to make something worth remembering about with OutRun, have some connection with the players

All of the modern "we are retro" shit is just a quick cashgrab. There's no connection between the dev and the player. It goes like that: "We make the engine, the models and the levels—the whole package for a game. You pay money. What the fuck else do you want? It's about our income and getting paid for my programming skills, not your fucking enjoyment. We want a stable employment, we don't give a fuck about anything else".

At best, it follows the slightly different formula: "I'm fresh out of college and really need money. Oh, I love OutRun! I love it so much, I ripped it off completely when I needed something to make q quick buck. 2 birds with one stone, huh? I'm such a nerd!!! In my next game I'm gonna rip off Metroid, love this game too."
>>
>>3429067
>Technically, OutRun is very simple (a fact indie devs love)
don't confuse simple with shallow. OutRun is "perfect" in the sense that you can't take anything away from it. It's minimalist, focused. However, it also means that every single aspect of the game must be done just right. The game relies on it. With so few "things" in the game, if any of them won't work, the whole thing falls apart. That's also what makes it so excessively difficult to imitate OutRun. Though going by the rest of your post, I think you understand the difference quite well.
>>
>>3429083
>don't confuse simple with shallow.
Well, that's exactly why I described it as "simple" instead of "shallow".

I assume it's really the difference which so many western devs got so wrong when they tried to clone Sonic, Mario and so on, but only got Bubsy. They assumed it was enough to have the mascots, the cartoon graphics and the basic mechanics to get similarly good games. It wasn't.
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