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Category: Technical

Frame interpolation

Frame interpolation

If you have some video that is pretty chunky, you can use this software called RIFE (Real-Time Intermediate Flow Estimation) to add interpolated frames.

Andymation uses this to smooth out some of his flip books – which gives some interesting results.

But it makes me wonder if this is the same technique/engines used by people like videographer guy jones to fix old movies like these:

Or you could go full-on for museum quality restoration like this:

Non-Euclidean rendering

Non-Euclidean rendering

M.C. Escher was famous for his wonderful mind-bending images. I loved his drawings as a kid because it created a sense of wonder, playfulness, and unlocked interesting new viewpoints and possibilities simply by violating a single physical or geometric expectation.

We’re used to the world following rules. If we leave a room, we would expect to go back into that same room if we opened the door. But in rendered scenes, none of those rules needs to be followed. We can actually make M.C. Escher like worlds a reality. But how – and more importantly – how could we use them to make an interesting gaming experience?

CodeParade walks us through many interesting effects that can be created using some simple non-Euclidian rendering and movement techniques.

As it turns out – games have been doing this for a little while. One of the first examples of slightly violating the rules of Euclidean space was the use of portals in the mega-hit game Portal (well, Narbacular Drop if you want to get technical). I say slightly because Portal actually does a very good job trying to maintain the physical properties of size, gravity, momentum, and physics of our everyday world when interacting with the portal. But, there are still problems like when you try to pass a portal into itself… or if you start messing with momentum…or if you start sandwiching the portals, etc.

Others started really twisting other rules of Euclidean space and exploring the results. Non-Euclidean spaces seemed ripe to create innovative and interesting puzzle games. I remember seeing early drops of Antichamber and being really fascinated by the simple, yet mind bending puzzles. As Digidigger explains, these tricks are accomplished with a combination of teleportation, creative use of the stencil buffers, and so forth.

Other games quickly followed like Manifold Garden that added the concept of infinite world wrap-around. Hyperbolica uses hyperbolic projection mapping. Then there were forced perspective games like Superliminal. As we quickly see, there is more than one rule to break in Euclidian space.

More recently and to greater effect – non-Euclidean tricks are being used in horror games. The experience of the world shifting around you definitely can create a very unsettling emotional response. Paintings that become doorways, rooms that change when you look away. Whole games have become based on these simple effects. Non-Euclidean techniques are here to stay. The real question is, how will we think of using them next?

Learning more:

Issues Valve ran into when making the game Portal:

How to create portals and solving the most common perspective, distance, scaling, collision detection, and physics issues you’ll encounter:

Hyperbolica devlog (13 video playlist):

Secrets behind how P.T. works. There’s also some pretty awesome exploration and disassembly by Lance McDonald.

New Old Sound cards

New Old Sound cards

Retro gaming has a solid community – even in the PC world. Prices of old hardware keeps going up as supply of working components goes down as time goes on. But would you be surprised to hear that people are out there making new components for these old machines? I already mentioned the recreated Covox Speech Thing, but there are even re-creations of Adlib, SoundBlaster, and other early sound cards. Enter the Orpheus ISA 16 sound card that can emulate just about any 90’s era sound card perfectly.

Dreamblaster available for purchase here: https://www.serdashop.com/RetroSoundcards

Update: There’s other makers of clone cards too:

IBM PC Convertible

IBM PC Convertible

My very first computer was a TSR-80. I learned to first code out of necessity – you had to type in all the programs you wanted to play. My dad then purchased one of these wonderful beauties: The IBM PC 5140 Convertible.

Art Institute of Chicago

The computer was a miniaturized IBM XT 8088 system with only 2 floppy drives and no hard drive. Still, it was a huge step up with the ability to save and load programs from floppy disks.

I love that people try to preserve the history of these wonderful old machines – and you can find everything about the system including original boot disks, specs, and configurations. There also appear to be copies of the original boot disk and ROM set that work on MAME.

Stable Diffusion on a Mac M1

Stable Diffusion on a Mac M1

You can get stable diffusion to work on the new Mac M1 (and M2’s). Above is me getting stable diffusion running on my Mac Mini M1 with 16gb of ram (using these instructions).

It’s definitely not as fast as dedicated GPU’s, but it does have the advantage of not running out of memory like you will with graphics cards that only have 8gb or 16gb of memory. Most GPUs require at least 24gb of ram to run 512×512 stable diffusion images (without using lower resolution models). I was able to generate 512×512 and 768×768 images with my 16gb mac mini m1

This is one of the really big advantages of a unified memory architecture in which the CPU and GPU can access the same memory without needing to be transported across a PCI bus first.

Links

Elements of Creativity

Elements of Creativity

“Inspiration is for amateurs – the rest of us just show up and get to work.” – Painter and printmaker Chuck Close

In this GDC talk, Raph Koster explains what science tells us about creativity – what it is, and what it isn’t. Contrary to popular belief, creative work is not best arrived at by connecting with some ethereal muse, being a tortured, moody arteeest type, nor just sitting around waiting for inspiration. Creativity is also not just adding a very simple mechanic to something that already exists or re-skinning something in a new way.

Instead, the data tells us that creativity is something that can be developed, is a fairly straightforward process, and you can cause to happen when desired. I agree with him, and would also say even further: working in your field every day has connected me with some of my most interesting creative ideas – ideas that have payed me well and won awards. It was boring, everyday work that showed me what people were interested in, and then my curiosity lead me to new connections.

Favorite points from his talk:

  • Creativity is most well defined as mixing of traditionally unrelated things in new ways. It is not mysterious, there are proven simple habits to assist your brain to start making connections between different subjects and being more creative.
  • “Personal expression” is not creativity. It might be, but don’t mistake the two – they have different goals.
  • Ensure you get 7-8 hours of sleep a night. Cognitive ability declines measurably with even small sleep shortfalls – creativity (primarily a thinking activity) provably suffers.
  • Classic brainstorming with no criticism generates just a few ideas per hour, but studies show allowing criticism during brainstorming generates MORE ideas per hour.
  • Positive attitudes and happiness are more strongly correlated with successful creative ideas than the angsty creative trope. Yes, you may have had traumatic experiences in life, but pretty much so has everyone.
  • Get regular exercise and take care of yourself – it has proven positive mental and creative effects. Taking a nap often solves a problem.
  • Creativity is often a measure of imagination. Measuring the creativity of person is often done by having a visualization exercise. More creative types ‘see’ more details of the thing they are visualizing right off.
  • Creative leadership is often NOT a winning formula
    • Creative people are usually perceived as worse leaders.
    • It is usually second movers/fast followers that end up defining the genres and really cashing in. They usual execute better and game styles are not well protected under IP law.
    • Creative approaches are more risky than known genres – you MUST expect a high failure rate
  • Creativity does buy you a following – which is critical in the current market where people now follow the game makers/personalities more than the game or studio itself.
Project Offset

Project Offset

It’s always interesting when the media covers projects that you worked on. Even more entertaining is to read the wildly incorrect sweeping generalizations that people make when commenting on news. This is a good reason you should just steer clear of comments sections and social media posts online. Instead, go to trusted, well respected, and reviewed sites with actual industry experts.

Incidentally he mispronounces the name Larrabee (as Laura-be). It is pronounced more like Lair-a-bee.

Parallel Sound from the Past

Parallel Sound from the Past

Back in the 90’s, computer audio devices were really limited. If you were relatively rich, you could afford a $150 Sound Blaster, or maybe a $75 Adlib. If not, you were limited to the very humble PC speaker. It turns out, however, there was one other option that didn’t get a lot of visibility.

The Covox Speech Thing (and a similar device called the Disney Sound Source) was an external audio device attached to the printer port and could output digitally generated sound. The device was a criminally simple 8-bit DAC created with a resistor ladder, an analogue output plug, and ran off simple digital signals from the printer port of the PC. How simple was it? So simple you can easily make it yourself.

Necroware does a great job covering the device, how to make your own, and gives you a full tour of the device as well as 90’s software you can use with it. Most notably, Tracker software which gave me tons of fond memories.

Update 02/2024:

Serdashop has the Covox compatible CVX4 Vogons Tuning Edition for €20. Now on it’s 4th and final version – CVX4 uses very high precision 0.1% all same value resistors, and a reverse engineered schematic (based on a real original covox). Other DIY clones use 1% or 5% resistors. Probably one of the best versions out there.

Links:

How to Market your Game in 2022

How to Market your Game in 2022

Chris Zukowski helps lots of game developers market their games. He goes over the most recent data and shows the best practices for marketing your game on Steam. It’s an interesting mix of understanding your market and how to manage the algorithms on various platforms to maximize your wishlist subscription rate.

  1. The genre of your game is probably THE most important deciding factor if you’re going to do well financially. Passion side projects can be anything, but genre matters if you need to make money. Some genres are cash cows while others will likely be near dead ends.
  2. Steam wishlists before ship are THE new success metric for your upcoming game. Your goal is to generate a tipping point of people who wishlist your game before shipping (TLDR: it is about 7000 wishlist subscribers). Once over that point, you will start showing up in the Steam popular upcoming games lists. Without that – good luck getting found.
    • Wishlists convert into purchases at launch at one of the highest levels of marketing (wishlists convert at 1-20% – most good internet marketing is a 2% conversion)
    • Getting potential buyers to add you to their Steam wishlist do not come fast nor easy. It takes dedication, consistent effort, and time. This is good because you can try lots of different things over that time. You’ll need to do lots of campaigns covering the game 1-2 years before ship to get to your goal count of wishlist adds.
  3. Steam capsules (the little graphic that shows up in the store for your game)
    • You must remember: More people will see your steam capsule ad than will even buy it. It must draw them in and tell them everything. There are unwritten visual rules about how these are made for different genres (crafting games have to have a hammer, space games must have spaceship rear-ends, etc)
    • It must be highest quality thing you make – do whatever you can to hire a good artist if you spend no other money
  4. Promotions – 90% of your new Steam wishlist adds will come from online festivals and streamer coverage. Period. Here’s where you’ll find your highest ROI (in order):
    • Do online festivals! Do not do in-person festivals, they are a waste of time/effort/money. You’ll get many more exposures via an online festival than you could ever hope to get in even the most fantastic in-person weekend festival.
    • How do you find online events? https://howtomarketagame.com/discord – look for #EVENT-REMINDERS
  5. Twitch/Youtube/etc Streamers – Engage with the streamers that pay your genre of games and send free copies if they will play them online (but be aware there are TONS of scammers out there that will hound you for a free copy and only have 2 viewers). You must have a demo they can play immediately. The demo should be kept up basically forever so they can come back, others can try, etc.
    • Find streamers you want to target on SullyGnome or playboard.co. They break down streamer demographics so you can find ones that play your genre.
  6. Less successful means:
    • From this point and below, results will be an order of magnitude less:
    • Tik-tok has been somewhat good but has an uncertain future with possible bans coming.
    • Reddit – chancy but can work if you find your target audience.
    • Press – has decreased a good bit but does still work.
    • Twitter/Imgur/social media – pretty much does not work. Almost everyone gets lower than 100 Wishlist adds via this method – even at their best.