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Tuesday, July 9th, 2024

    Time Event
    10:43a
    New methods of using trees for neighborhood search
    https://www.youtube.com/watch?v=3so7xdZHKxw

    They use it for raycasting graphics, but apparently it can be used for other spatial searches.

    Basically on each octree step they boost the number of rays, which gives ultra smooth shadows.

    Shadows is something they can't do today. For example, the Myst Riven remake looks worse than the 1997 pre-renders, which have nicer shadows
    https://youtu.be/6PsHKKB86z8?t=776

    Although it also had atmospheric haze and lower details for far away objects, while the remake is just painful to look at. So I doubt shadows can fix the crap they make today. Just ignore the Digital Foundry soy cuckolds scuffy babbling.

    Current Mood: amused
    2:18p
    Decompilation Progress
    Finally I managed to solve the last bit of palette twiddling. The game has
    a base palette, but each biome gets 48 personal colors.
    These get loaded when the viewport's cell get a new biome's cell.
    So to decode skyline images, one first recovers the biome's palette.
    Then applies writes biome palette at over the colors at index 160 and up.
    
    The game features a ton of such crazy twiddling, all done manually, during
    the asset init stage. Many thousands lines of error prone C code, packed into
    3 huge routines, which require minutes to decompile - that is what one has to
    go through to recover the original files information.
    
    I'm still astonished by the core architecture, which is competent at times.
    The game's design is solid, and was later ripped off in Dungeon Keeper and
    Majesty. But then architecture devolves into a crazy mess of hardcoded asset ids
    with handling routines.
    
    And that it is not the workings of the compiler or the macro expander, but
    the original source code had all that. I.e. the Cathryn surely knew it is
    bad design, but still did it, likely due to deadlines, which in fact prevented
    all the debug code being stripped, despite the memory limitations. And the game
    itself suffers from the difficulty being too easy, which all reviewers noticed.
    
    I personally believe that asset system is the main part of the game.
    If it fails, then everything else fails, since everything else builds upon
    the assets system, directed by it and is constrained by it.
    
    The next steps are recovering names for the audio files, audio drivers, unit
    animations, the text messages, the *.FLC movies and demo savegame.
    
    After that it will be possible to recreate the grab process, which is mandatory
    part of decompiling the asset initialization routines. But it requires the input
    files which I'm recreating now, and it is the hardest part of the project.




    Current Mood: amused
    Current Music: George Oldizey - Ambrosia

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