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sharb 3 hours
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sharb 1 day
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@wootinaboot
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Unused extremely small seal-like character found in development files for Yoshi's Island. While characters fitting into a standard 16x16 pixel square are common for other SNES games, Yoshi's Island characters are usually larger, with even Shy Guys being 16x19 pixels.
Main Blog | Twitter | Patreon | Small Findings | Source
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sharb 2 days
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Sonic blast progress, trying to block out the map size and also importing the 3D log
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sharb 3 days
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look at this cool 3d dog I made >:)
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sharb 3 days
Video
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sharb 3 days
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Couldn't work on what I really wanted to show this week because of some real life events so I wanted to do a quick update this week to show off the model for one of the main Bandit's Harry, all that's done so far is his model, hopefully I'll have more of him to show off someday.
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sharb 4 days
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sharb 4 days
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I remember seeing this video in an RTVS compilation once and for a while I thought it was an odd dream I had but I鈥檝e finally found it again
The compilation I found the clip in
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sharb 5 days
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sharb 6 days
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Hey yall bc I've been keeping an eye on this the Itch.Io bundle for the PCRF is now live
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they had an issue last week with itch.io so they had to postpone opening for a few days but for those who wanted to d/ona/te it's here!
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sharb 6 days
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pannenkoek's explanation video of SM64's invisible walls is interesting because from the perspective of someone with a background in gamedev it seems like the random invisible wall bug of SM64 only occurs because the game was made before certain practices in 3D game development were standardized.
To try and summarize the problem as briefly as possible, the bug occurs in places where there's a gap in level geometry, and gaps occur because the positions of polygon points are truncated. This only causes an issue if your geometry has T-vertexes, which is a big no-no in modern 3D modeling, and can easily be solved by sub-dividing a few polygons.
Below is an example I found online of a T-vertex that needs to be solved (since explaining what they are takes too many words)
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In this example, you can fix the T-vertex by turning that triangle into two triangles.
To put it into perspective, if your 3D models have T-vertexes in the modern era some 3D modeling software won't let you render them without flashing a warning to fix it first.
This isn't an issue of technical limitations on SM64's part. Solving the issue would require creating more polygons but not nearly enough to affect performance by any means. This is a case of 3D modeling being such an early pursuit that no one knew what not to do yet.
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sharb 9 days
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i just got home now i wanna run around screaming
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sharb 10 days
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https://www.patreon.com/posts/102450142
New bun n gun update is live for patrons
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sharb 11 days
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another deranged drawing from my demented mind
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sharb 12 days
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This petition will go to the government to try and stop nearly $1 billion going to an Israeli company. It can be signed by Australian residents. Can you please share? https://www.aph.gov.au/e-petitions/petition/EN5997
Sure thing. Here's a clickable link. There's only 3 days left to sign it!
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sharb 13 days
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drew @taxiderby 's new sona for fun
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sharb 15 days
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No Escape
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