Dylan Ascencio
banner
sageofmirrors.bsky.social
Dylan Ascencio
@sageofmirrors.bsky.social
C++ Software Engineer | Game dev and writer | He/him | 🏳️‍🌈

GitHub: https://github.com/Sage-of-Mirrors
LinkedIn: https://www.linkedin.com/in/dylan-ascencio-a38b40108/
The GameCube's GPU does color calculations with 10-bit integers, so numbers can be in the range 0..1023. They get clamped to 0..255 for display, but that's not uncommon... plus, lighting is multiplicative, not subtractive, so an unlit Stu would just be black since [model color] * 0 = 0 = black.
February 1, 2025 at 12:44 AM
gurl same
October 30, 2024 at 5:37 PM
Yeah, I think toggling writes to the buffers was a feature they didn't find useful enough to update the material loader for.
October 25, 2024 at 10:04 PM
Hard to see here, but Tetra and Zelda use the same system as Link.
October 25, 2024 at 12:16 AM
Here's some bonus images: these show the position of the camera, over time, for the cut-scene that plays during The Wind Waker's title sequence. To get these, I ran the cut-scene in my engine and dumped each point in the camera's position to a Wavefront OBJ file as it played out.
October 17, 2024 at 11:30 PM
Same tbh. I posted some stuff way back when but I need to start posting more. I've got a couple things to talk about I guess
October 17, 2024 at 9:01 PM
Aaaand fixed.
December 30, 2023 at 8:12 PM
The game even has a "normal" version of him holding his arms out, which is shown later:
December 30, 2023 at 8:09 PM