Dylan Ascencio's Avatar

Dylan Ascencio

@sageofmirrors.bsky.social

C++ Software Engineer | Game dev and writer | He/him | πŸ³οΈβ€πŸŒˆ GitHub: https://github.com/Sage-of-Mirrors LinkedIn: https://www.linkedin.com/in/dylan-ascencio-a38b40108/

62 Followers  |  64 Following  |  15 Posts  |  Joined: 30.12.2023  |  1.9705

Latest posts by sageofmirrors.bsky.social on Bluesky

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.

01.02.2025 00:44 β€” πŸ‘ 11    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

gurl same

30.10.2024 17:37 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Yeah, I think toggling writes to the buffers was a feature they didn't find useful enough to update the material loader for.

25.10.2024 22:04 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Hard to see here, but Tetra and Zelda use the same system as Link.

25.10.2024 00:16 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Random Wind Waker fact: to render his eyes and eyebrows properly, Link's model relies on the game engine to toggle flags for writing to the color and depth buffers; this information isn't stored in the model's materials. Rendering the model as it's stored on-disc results in this.

Bandito Link!

25.10.2024 00:15 β€” πŸ‘ 22    πŸ” 1    πŸ’¬ 2    πŸ“Œ 0
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On the way to my bf's sister's wedding. Road triiiiiip

19.10.2024 13:37 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Here's a demo of something that helped get me hired with Rockstar: custom train tracks in Red Dead Redemption 2. This is a mod for RedM, an online platform for RDR2 that was initially third-party until Rockstar bought its parent group, CitizenFX, last year.

17.10.2024 23:44 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Flashback to when I finished decompiling The Wind Waker's treasure chest object, and decided to have some fun with it afterward... by making ice trap chests! This is an official part of WWRandomizer now.

17.10.2024 23:36 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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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.

17.10.2024 23:30 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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I haven't worked on this project in a couple of weeks, but it got pretty far: an engine to view in-game cut-scenes from The Legend of Zelda: The Wind Waker, The Legend of Zelda: Twilight Princess, and Pikmin 2. All three of those games use a common library called JStudio to play back demos.

17.10.2024 23:26 β€” πŸ‘ 8    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0

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

17.10.2024 21:01 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Aaaand fixed.

30.12.2023 20:12 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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wOuLd yOu lIkE aN uPgRAdE lItTLe BoY ?

30.12.2023 20:11 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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The game even has a "normal" version of him holding his arms out, which is shown later:

30.12.2023 20:09 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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He's an example of some fun tricks game devs use to get clean camera shots. Left is what this scene looks like in-game, right is the animation the King of Hyrule is actually playing. His arms are stretched out so the camera can face Tetra without clipping into his body.

30.12.2023 20:07 β€” πŸ‘ 6    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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