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on Gopher (inofficial)
HTML Visit Hacker News on the Web
COMMENT PAGE FOR:
HTML Noclip.website â A digital museum of video game levels
manbash wrote 16 min ago:
Aw shucks I was almost pulled for another round of Star Fox 64.
Unfortunately it's not there.
mikeponders wrote 2 hours 22 min ago:
If I saw these levels loading in the browser as a teenager I would
freak out! GTA? NFS? Very cool!
reedlaw wrote 5 hours 20 min ago:
This even has a way to make flyover animations:
HTML [1]: https://github.com/magcius/noclip.website/wiki/Studio
qingcharles wrote 8 hours 4 min ago:
The GTA:SA data must be ripped from the remake as it is missing the
easter egg on the back of this sign:
HTML [1]: https://imgur.com/a/atKL56M
semolino wrote 7 hours 44 min ago:
Is this supposed to be the 'bridge facts' easter egg, or something
else?
qingcharles wrote 6 hours 0 min ago:
No, the bridge facts is on the front of the sign. There is
something else on the back. It was a very insider joke.
jakebasile wrote 9 hours 1 min ago:
What a lovely hit of nostalgia on this cold winter morning. Thanks for
sharing this, and thanks to the people who made it. Cruising through
Besaid Village and Ironforge brought back some strong memories. I could
hear the music in my head even though the room was silent.
cheald wrote 7 hours 1 min ago:
Wow, I did not expect to feel the things I did flying through
Ironforge.
83457 wrote 9 hours 23 min ago:
One of my favorite parts of Mario 64 was being able to angle the camera
to see behind walls and get unexpected camera angles. With 3d games
being new, it was really cool at the time. Nintendo really seemed to go
with a technically imperfect camera that allowed for great gameplay.
sometimez wrote 9 hours 56 min ago:
What a treasure of a website. I can't imagine the effort put into this.
moffkalast wrote 10 hours 10 min ago:
Ah yes, copyright infringement simulator.
Kidding aside it's really cool, it's insane to me that one can just
download the entire map of Most Wanted to their browser in seconds.
Some of these maps would make great webgl case studies for shaders and
rendering, they're reproduced really well. Also god were they efficient
in those days, any polygon that can't be seen from ground level is just
removed from the mesh entirely instead of culled at runtime.
I'm glad to have seen this before Nintendo's lawyers load their book
throwing catapults.
therobots927 wrote 10 hours 17 min ago:
This is cool. I recently bought a GameCube and a few games, itâs just
as fun and engaging as I remember it being as a kid. The graphics
arenât as âgoodâ as modern games but if a game was fun 20 years
ago itâs still fun now⦠nothing about the game changed. Just our
expectations. And the modern game industry is beyond saving at this
point outside of a few independent studios.
darknavi wrote 8 hours 44 min ago:
> And the modern game industry is beyond saving at this point outside
of a few independent studios.
I totally disagree. There are are a ton of fun indie games these
days from all sorts of folks and studios.
Look beyond the billion or trillion dollar companies and there is
still a ton of fun, new games coming out.
g_host56 wrote 10 hours 21 min ago:
this is sick, these games were like my 3rd space, my digital world as a
kid. Nice website.
simonw wrote 10 hours 26 min ago:
Doesn't seem to work in Mobile Safari - anyone know the intended status
of mobile support? I found one relevant ticket but it was closed in
2020:
HTML [1]: https://github.com/magcius/noclip.website/issues/10
Jasper_ wrote 6 hours 16 min ago:
I don't make any efforts to make mobile devices work, since usually
their GPUs and drivers are not good enough for this, but PRs and
patches are welcome. At one point Mobile Safari was working.
op7 wrote 1 hour 30 min ago:
I donât buy the argument the GPUs arenât powerful enough. They
are orders of magnitude stronger than the original hardware.
best_answer wrote 7 hours 51 min ago:
It doesn't work on Windows Chrome 143, either: "Your browser does not
appear to have WebGPU support."
stronglikedan wrote 6 hours 19 min ago:
I'm on Chrome 143.0.7499.110 on Windows, and it worked for me, but
it also got my fans awhirlin' and locked up my rig for a bit.
6031769 wrote 8 hours 59 min ago:
Nor in Pale Moon: "CompileError: wasm validation error: at offset 35:
too many returns in signature"
Firefox seems happy enough, though.
mohas wrote 12 hours 3 min ago:
Just WOW
destructuredObj wrote 12 hours 45 min ago:
Hey it's even got Infra! An underrated gem I imagine many on HN would
love.
pidgeon_lover wrote 13 hours 4 min ago:
I wish there were some of the Metal Gear or Monster Hunter maps.
mentalgear wrote 14 hours 6 min ago:
Now, that's something where I would consider dusting off the old VR
headset if it had such a mode.
pimanrules wrote 8 hours 3 min ago:
It does, at least in theory. It displays the option to enable VR for
me on Chrome for Android which pops you into Google Cardboard. I can
look around fine but without a controller I don't think there's a way
to move.
For Chrome on Windows, I had to enable "WebXR Incubations"
(chrome://flags/#webxr-incubations), manually start Steam VR, then
restart Chrome. The option to enable VR appears, but then in the
headset it's just a white screen. Maybe I'm missing a step or maybe
it's just broken.
alias_neo wrote 14 hours 19 min ago:
I started learning Blender recently to have a play with throwing
something on my blog with Three.js (we're a long way from that), but I
appreciate now how you want to remove as much geometry as possible that
isn't visible to the user to give the impression it's all very much
there and solid, but presents the actual bare minimum to look right[0].
Anyone got example of levels with cool stuff hidden outside of the
player area that can't be accessed while clipping is enabled? I
remember some stone tablet with credits, in some game, in an "Aztec"
area/level many, many years ago, don't remember which game though.
[0] [1] }e9y:oa8[qXpUFsE~WAK4bQ!l|bUooMfUPaItV]lVR9GC@bT{ZRK936MkWP
HTML [1]: https://noclip.website/#mkwii/beginner_course;ShareData=APu
4ggr0 wrote 14 hours 43 min ago:
genuinely laughed out loud when i saw the t-posing NPCs in the
Half-Life levels. really sells it.
voodooEntity wrote 14 hours 59 min ago:
I have to say i really love this :D damn i could spend hours here ! I
really hope nintendo will not end up suing the living s** out of them.
Great project !
grugdev42 wrote 15 hours 19 min ago:
Wow, what a throwback!
Interesting to see the speed at which levels load.
The old N64 levels are almost instant, and still look amazing.
nness wrote 15 hours 20 min ago:
Every time I stumble upon this I end up losing an hour.
The Rare era Nintendo 64 games are particularly interesting from a
graphical stand-point, as Rare really got the most out of the N64's
limited texture cache by blending textures with vertex colours.
In Banjo-Kazooie its mostly for used as a primitive baked-lighting (Mad
Monster Mansion being a great example of this.) But by the time you get
to DK64, they're really working overtime to leverage vertex colours to
add variety to the textures and help blend texture edges.
People refer to N64's blurry textures as its signature look, but I
think what Rare did with vertex colours is really what most people
think when they remember back to the N64.
(Would love to see GoldenEye or Perfect Dark maps added to this site.)
ctippett wrote 9 hours 0 min ago:
I'm glad I came back to this on desktop, I initially tried visiting
the site on mobile and of course nothing loaded, so I dismissed it
and moved on. Seeing now what the site is actually about, holy shit
it's impressive.
FYI I saw some references to Goldeneye in the GitHub repo, so we
might see it up on the site (hopefully) soon.
ToucanLoucan wrote 12 hours 25 min ago:
I also enjoy how WELL most Nintendo games' levels render in browser,
because unlike the other two (Sony and Microsoft), their render
pipelines are incredibly simple. This of course isn't a complete win,
you obviously miss a lot of features of bigger/beefier GPU's like
advanced shaders, but at the same time it really draws attention to
how the artists developing for those platforms, at least first party,
are continuing those traditions of covering a lack of technical
ability to, for example, render real caustics in real time, and
instead simply make water textures that are so evocative of water
that they appear as good as, if not better, then technically superior
water effects.
I say this as a slight graphics nerd who loves this shit and plays
some games solely to see the visuals they can pull off: I mad respect
artists who go the complete other direction, who barely use any
"real" graphics tech, to make absolutely beautiful things.
disillusioned wrote 16 hours 58 min ago:
Wow. Just... wow. Didn't think I'd get to head back to Pilotwings 64
and fly around those maps anytime soon. Or TF2, or HalfLife. Very, very
cool.
patrick4urcloud wrote 17 hours 13 min ago:
wow incredible job ! it's a very nice idea.
proc0 wrote 18 hours 10 min ago:
Amazing resource for game dev! Specifically level design. So many great
titles in there.
keepamovin wrote 18 hours 28 min ago:
Oh, that is SO cool. I love that, I love that! This was everything I
hoped it would be. Thank you for this amazing stuff. Truly immersive
imagination inspiration :)
mwkaufma wrote 18 hours 38 min ago:
Noclip's creator Jasper has some great deep-dive video essays on game
deconstructions over on their yt channel, as well:
HTML [1]: https://www.youtube.com/@JasperRLZ
zdc1 wrote 18 hours 54 min ago:
The Portal 2 renders were genuinely surprising. Crazy what we can do in
a browser today
sunaookami wrote 19 hours 12 min ago:
Mario Kart 8 Deluxe -> Bell Cup -> GBA Ribbon Road is my favorite, you
can see how small the track is compared to the whole room and how much
detail there is out of bounds!
nsilvestri wrote 19 hours 23 min ago:
In a similar vein, but for Old School RuneScape, is [1] This one is
kept up-to-date with the state of the game world. Even includes full
NPC locations and animations.
HTML [1]: https://osrs.world/
stackghost wrote 7 hours 40 min ago:
>200MB cache
Wow, mobile users beware
Peacefulz wrote 16 hours 38 min ago:
One of us! That site is dope. Super useful for creating b-roll
footage for videos.
sph wrote 13 hours 39 min ago:
There's also [1] to animate scenes in-game.
HTML [1]: https://old.reddit.com/r/2007scape/comments/1lof9k2/creato...
nelsonfigueroa wrote 18 hours 4 min ago:
This is so sick. I've been playing OSRS on and off for a while but
for some reason never heard of this.
kogasa240p wrote 20 hours 1 min ago:
Enabled webgl/webgpu and it still doesn't work on my end with Librewolf
doublerabbit wrote 14 hours 38 min ago:
Works fine in Waterfox
Retr0id wrote 19 hours 46 min ago:
Working fine in Firefox
nowittyusername wrote 20 hours 14 min ago:
This brings back soo much nostalgia.. cool website.
ChrisArchitect wrote 20 hours 46 min ago:
Some previous discussions:
2023 [1] 2021 [2] 2019
HTML [1]: https://news.ycombinator.com/item?id=37043934
HTML [2]: https://news.ycombinator.com/item?id=27902949
HTML [3]: https://news.ycombinator.com/item?id=19232022
vjay15 wrote 20 hours 50 min ago:
AMAZING WEBSITE
qwertyad wrote 21 hours 14 min ago:
Yeah I know this website!
Its one of my favourites.
twostorytower wrote 21 hours 28 min ago:
This is actually wild. I have no idea how this works. Does it somehow
emulate the rendering engine of each of these games to render the map?
The water in Half-Life 2: Lost Coast is just how I remember it. Very
cool.
pengaru wrote 19 hours 43 min ago:
If you're lucky you might hear from the author - his handle is
Jasper_ here on HN.
xyzzy_plugh wrote 21 hours 20 min ago:
It's open source: [1] I wouldn't say it emulates so much as
implements a renderer for each game. It's totally nuts.
HTML [1]: https://github.com/magcius/noclip.website
svelle wrote 10 hours 20 min ago:
Yes! I loved the thread on twitter back in the day where Jasper
explained how he implemented the Half-Life 2 water shader using the
two camera method.
I can wholeheartedly recommend going through his account there and
on bsky, lot's of interesting stuff.
rezmason wrote 18 hours 15 min ago:
I contributed one earlier this year! The community's a great bunch
and I learned a lot.
Always remember, folks: the best feature request is a pull request
;)
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