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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1441674878874.jpg (71.33 KB, 640x480, 4:3, Quake 1.jpg)

a85368 No.21724

I know that retro 2D graphics are popular and acceptable for indie games, but what about retro 3D graphics?

I'm talking Quake 1 and PS1/N64 tier graphics, where there aren't many polygons or textures (compared to anything professionally released today).

Do people hold any nostalgic interest in that the way they do for NES/SNES tier graphics?

ad5664 No.21725

I'm sure there are people who like the charm of those graphics, because primitives have an innocence to them... but there's low poly stuff today that's miles ahead of what they did before.

They can have fundamentally the same limitations (poly-count, texture resolution) with the exception of maybe the texture bit depth and the capability of creation tools.

Even so-called retro 2D can be crappy compared to what is or was possible when those limitations were legit.


0522c5 No.21726

I'd pay 10$-20$ if you were to make a game that would look like quake and would take me at least 3 hours to complet. it can be rpg, racing,...i'd buy it.

it's mostly about the feeling you want to give to the user. It could easily work. as long as it doesn't look like some cheap game that came for free in a cereal box, i'd buy it.


ffeb16 No.21732

File: 1441699309439.gif (466.15 KB, 127x139, 127:139, Nyet.gif)

How hard would it be to do low-poly 3d as training for 3d modeling? Hell, I would think there would be lots of indie games like this since this seems like a good stepping stone to better 3D.

Seriously, where are my old school Dungeon Crawlers?


a85368 No.21740

>>21732

>>21732

>How hard would it be to do low-poly 3d as training for 3d modeling?

Good question dude.


b25c9a No.21856

Would love to see more games with this style. It has a certain charm and the low poly is especially suited for horror monsters, like you see in Cry of Fear.


71df5d No.22034

File: 1442699334949.jpg (271.48 KB, 792x598, 396:299, Houndeyes_under.jpg)

i fucking love these graphics.

after my other projects i will make a fps game look like these.


073537 No.22035

I categorically do not think early 3d (or even 2.5D) holds up as well as early 2d, but that being said I think everyone has a nostalgia boner from whenever they started playing games.

I'd love to see quake 1 redone with modern engine + graphics


97f515 No.22039

>>21732

>Seriously, where are my old school Dungeon Crawlers?

Workin' on it, brah


d1b017 No.22059

Low poly 3d is fine but why would you want the other stuff from early 3d? Remember how janky everything on the PS1 looked because no FPU? Good riddance.


71df5d No.22064

File: 1442771358930.gif (695.3 KB, 900x675, 4:3, renderer.gif)

>>22059

its not just low poly 3d models.


4d11f1 No.22073

There is something about low poly models that feels easier to navigate. Like all the clean lines are easier to differentiate where objects are. Nowadays with all the antialiasing and blue, it feels like you have to devote more of your attention to visually parsing the scene. To me it removes a bit of the sensation of actually being in and connected to the geometry in the world


9155d6 No.22078

File: 1442806070220.jpg (893.78 KB, 1920x1200, 8:5, gothic.jpg)

Dunno about you OP but I'll be playing photorealistic games with effects out of the ass in 2025, and I'll still love the older games look more.

Look at this image, everything looks like it has a style, it's clear, and you can clearly see what world the game is trying to portray. And photorealistic graphics are never gonna beat proper done game worlds with an art style like this.


78cd77 No.22079

I love the chunkyness and texture grit to early 3d low poly. it really is a unique style born from limitations, like pixel art before


b25c9a No.22092

>>22059

>Implying I care about PS1

Shit looked fine on PC.


eadc76 No.22100

File: 1442852040305.jpg (120.38 KB, 875x700, 5:4, tf2_scout01[1].jpg)

>>21732

>How hard would it be to do low-poly 3d as training for 3d modeling?

It's not like they're really that much easier to make than more detailed models. An attractive low-poly model isn't made by just making a normal model but half-assing it. There's a lot of skill in deciding how to simplify things, how to make depth and texture with materials instead of polygons. It's a similar question to "how hard would it be to do cubism as training for painting?"


64263e No.22136

>>22059

It wasn't the lack of FPU that caused the jankiness, but rather the lack of perspective texture correction. There are leaked official documentation CDs with conference slides that talk about how to deal with the problem of simply making the ground look less wrong.

There may also have been an issue with polygon Z-sorting.

----

As I've been messing with PS1 development in emulators lately (I own an unmodchipped SCPH-9002 so I'm pretty much restricted to this), I've done a few rough benchmarks and whatnot.

You can probably get away with about 800 triangles per frame @ 50fps (make it 60fps if you want), or double that for 25fps. It does tend to suffer from low fillrate, though, so if you subdivide a little bit you could fit in more. This figure of 800 is after backface culling is applied, so you can probably attempt to draw more.

My benchmarks were done in the usual 320x240 video mode. There are other modes (640x480i for instance) but you'll probably suffer in the fillrate department.

Your textures can be any power of 2 from 8 to 64 inclusive in each dimension, and are usually 4bpp (16-colour) paletted textures up to 64x64. Texture coordinates mark the centre of a texel, which can be pretty annoying in some cases.

For blending, there are half-blend, add, and sub modes. (There's one other mode but it's pretty much useless.) There is also effectively a 1-bit stencil buffer.

You can probably get away with vertex-lit textured gouraud polygons and half-blend shadows and still have the "authentic PSX experience". Just be wary of that polygon budget, and try not to jerk with it too much. (Also, lightmaps are a good thing.)

You could possibly even pull a Gran Turismo and use a 64x64 4bpp add-blended environment map to make things look shiny.

If you care about memory requirements, you have a 1024x512 area of 15bpp pixels to work with, and two 320x240 chunks are taken out of it for your two screen buffers. 4bpp palettes use up 16 of those "pixels". A 64x64 4bpp texture without a palette will take up 16x64 of those pixels.

If you do the math, that's basically 356 64x64 4bpp textures with a palette per texture. As long as you're not going overboard you can just use a bunch of these textures.

----

So basically, if you want to make a game that could theoretically work on a PS1:

* 320x240 (if you're making this for PC you can just skip this)

* 15bpp, dithered (ditto)

* no perspective correction (factor this in, but also ditto)

* 16-colour 64x64 textures, you'll probably not hit the actual VRAM limits

* about 800 triangles per frame @ 60fps, or about 1600 @ 30fps (but if you're making this for a PC just run it at 60fps anyway)

* triangles can be gouraud shaded and texture mapped at the same time without any real issues, and blending shouldn't have a performance hit

* blending is either add, half-blend, or sub (although sub probably won't be perfectly accurate on a PC)

* thanks to blending you can multitexture and whatnot

And if you're making it for a PC, just enable the depth buffer anyway - the Z-sorting really doesn't chew up much CPU time on the PS1 at all.


b25c9a No.23465

https://steamcommunity.com/sharedfiles/filedetails/?id=528160095

Anyone seen this? Not really sold on the gameplay but the graphics look great.


b25c9a No.23466

https://steamcommunity.com/sharedfiles/filedetails/?id=528160095

Anyone seen this? Not so sure on gameplay but the art direction looks damn cool.

Fuck you hotwheels let me post




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