America: The Godfather of Game Development
Chapter 518

My brain overfitted!

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What is 3D?

Lin Lixin suddenly realized that the three of them seemed to have fallen into a misconception.

No matter how 3D it is, even for fully 3D games like Need for Speed and Quake.

Theoretically speaking, it is also "2D".

The human eye captures an image by the light reflected from an object and projected onto the retina.

The images from both eyes are combined, and after the brain processes the depth information, they become a "3D" space.

A being in a three-dimensional world does not have the ability to directly see truly three-dimensional objects.

Humans understand three dimensions through two-dimensional means.

And this is a crucial breakthrough!

"Damn it, the answer is right there in the riddle! Technology has advanced, but our thinking has regressed!"

Lin Lixin exclaimed in surprise.

After going around in circles, we've actually come full circle. Back when Lucasfilm, Spielberg, and Gamenova first collaborated, they used this very technology.

Temple Run

This arcade game, which has been online for many years, didn't have the advanced graphics technology we have today when it was released.

But it achieves near-realistic unlimited running.

It felt as if we were actually walking on a 3D stone bridge.

This effect is achieved using parallax animation.

The images we see with our eyes are two-dimensional.

To perceive three-dimensional information, we actually rely not on our eyes, but on our brain.

The human brain possesses information processing capabilities far exceeding those of semiconductors in this era.

The human brain is abstract, complex, and ambiguous.

Computers excel at processing precise and accurate information.

The brain, on the other hand, excels at processing parallel, fuzzy perceptions and predictions. A typical human being, with normal cognitive and physiological health, can recognize a cat in an instant.

However, if the task is given to a computer, it would require a lot of computing power and complex datasets to fit the data.

Billions of neurons are constantly performing pattern matching.

In a sense, the human brain is a massive yet high-speed if conditional statement.

Once this is understood, there is a very inexpensive yet extremely useful solution to this problem.

Use parallax animation to deceive the eyes.

Simply put, it involves breaking down elements in the original scene, such as trees and pebbles, into independent static images.

During the movement, all images are continuously moved and scaled according to perspective.

When an image is continuously enlarged while maintaining perspective.

A brain that has been exposed to a large amount of deep information for more than ten or twenty years will develop severe overfitting.

It sends the player a false signal.

The brain tells them: This image is moving closer! And the biggest advantage of this technology is... it saves space!

No additional images or video resources are needed.

Only an additional set of fully text-based motion information codes needs to be saved.

Just like the way the eyes of Shiori Fujisaki were controlled in " Tokimeki Memorial ".

"Bang!"

Without hesitation, Lin Lixin rushed out of the RV, slammed the door shut, and ran towards the modeling team.

Rendering a 3D space requires a significant amount of time to calculate lighting, baking, and textures.

However, segmenting a rendered image is a completely different matter.

Using Intel i486 paired with a top-of-the-line 2D graphics accelerator card, the problem can be solved in just one minute.

Half an hour later, Lin Lixin returned to the RV with the recompiled demo.

The three of them gathered around the computer again.

Lucas attempted to insert the disc and run the program. This version was merely a feasibility test and only included a few scenarios.

As Lucas clicked and moved as before, the screen responded immediately.

It's no longer the abrupt and jarring switch that used to be.

The trees along the roadside were magnified and moved toward one side of the screen.

Visually, it looks as if the tree is approaching you and then brushes past you.

Just these two simple changes.

Zoom in, translate.

It can then deceive the human brain, which has evolved for countless years.

Three-dimensional beings are still too easy to fool.

"So f**king perfect..."

The three of them murmured almost in unison.

Although scaling makes the pixelation of textures, which were already not very clear, more noticeable, these are acceptable costs in the face of absolute smoothness.

For players who want to experience the authentic static switching style of MySt?

Why not just design an option switch that players can freely toggle on and off?

Gamenova is an expert in this kind of redundant design.

If you don't want an existing feature, you can simply turn it off.

But we want to add features that are not currently available...

We can only hope that mods will spontaneously emerge from the community, just like Paradox Interactive and Bethesda do.

While solving the problem of smooth scene transitions, Lin Lixin simply wrote the entire dynamic multimedia system on the spot.

The goal is to make the things in the scene move.

When Cyan was developing Myst, he actually used Apple's QuickTime and Hypercard systems.

After all, this game was originally installed on the new Macintosh computer. QuickTime is easy to understand, since even today, Apple still uses it as a multimedia player.

But what exactly is a Hypercard?

To put it simply, it's roughly equivalent to a modern version of... Scratch.

A visual tool to help people develop interactive applications.

It's easy to see that Cyan was really poor back then; they didn't even have a decent programmer.

But this small studio created the best-selling computer game of the 1990s.

As it turns out, design is always more important than technology when it comes to video games.

But having the skills is certainly better.

These two things aren't conflicting.

And so, the entire month of August flew by as the staff familiarized themselves with the new toolkit.

Meanwhile, Infocom, led by Caneghem, has also completed their work.

The rest can only be left to time. Whether it's the time spent on sampling, modeling, and rendering by the modeling team, or the design of the shots and the continuous selection and improvement of the footage, all of these require a significant amount of time.

Fortunately, much of the work was done in parallel, such as puzzle design and animation of dynamic mechanisms, all of which were carried out together with modeling.

After arranging the rest of the matters, Lin Lixin glanced at the group of tireless fans on the shore and sighed helplessly.

Anyway, Hollywood is almost done with the last few shots.

Why not just take this opportunity to hold a press conference?

The GG benefits from acquiring this Delta Islands are beyond imagination.

Now most gamers in the United States know what big project they're working on here.

In a sense, it's like they recouped their GG fee.

After informing the authorities, I had Sam contact various magazines.

The Umbrella set up a makeshift stage on an open space by the riverbank.

If someone who didn't know better saw this, they'd probably think it was some kind of vote-soliciting event.

The entire press conference utilized a significant amount of the props team's inventory. From imitation stone to torches, everything was meticulously prepared to look quite professional.

A fence has been erected around the site.

To prevent riots, the entire press conference venue was divided into inner and outer rings.

Invited media and some guests were in the inner circle, while the audience was in the outer circle.

With this incident, the fans who had been crowding the riverbank all day long were finally willing to move and head over to the venue.

"Cough cough..."

Lin Lixin grabbed the microphone, walked to the front of the stage, and cleared his throat.

Only after the exaggerated cheers from the audience had subsided somewhat did he continue:

"You've all worked so hard these past few days."

A sarcastic remark in very much Lin's style.

"I've heard rumors that we're going to make Adventure game?"

"Guess what? You guessed right." Lin Lixin clapped his hands and, amidst the surprised murmurs of the crowd, called out Harrison, who had been temporarily brought in to save face.

Spielberg was still on the island, while Lucas was in Hollywood preparing for the filming of some scenes.

Harrison was wearing a cowboy hat and Jacket.

It's instantly recognizable as the classic look from Raiders of the Lost Ark.

"As everyone knows, Lucas and I are old friends."

"Back when Raiders of the Lost Ark 3 was being filmed, Lucas visited Gamenova several times, hoping they could develop a game for the Raiders of the Lost Ark IP."

"You know, it's like Command & Conquer and Temple Run."

"After that, I started thinking, what kind of game could capture the feel of Raiders of the Lost Ark?"

The answer is self-evident.

Adventure game.

A result that has almost been confirmed long ago.

Adventure games have always been the domain of smaller studios. Big studios have never bothered with making this genre.

If it's PC games, most people with the budget would prefer to invest in the two most popular genres: sports games or simulation games.

The golden age of Adventure games is long gone with the advancement of hardware.

But this time, the company that stepped in was Gamenova.

With such a powerful company involved, can it bring something different?

Could it be a massive temple adventure?

Adventure games have never lacked this kind of theme.

It's like those Atari- era games that paid homage to Indiana Jones.

For example, Activision, now a subsidiary of Gamenova, has produced such works in the past.

Pitfall!

The protagonist is dressed as Adventure, wearing a cowboy hat and a whip at his waist, and also suffers from snake phobia.

If you said the protagonist wasn't a tribute to Indiana Jones, no one would believe it. It's rumored that Lin Lixin's inspiration for Temple Run came from there.

"As everyone knows, we at Gamenova just love to be a little unconventional."

"This time will be no different."

"After playing a lot of Adventure games, I had an idea."

"That's right, it doesn't rely on text to advance the content, nor does it rely on text to immerse the story."

"All you need is a mouse... oh, and of course you still need a CD player."

Lin Lixin said.

After speaking, as if suddenly remembering something, he suddenly grabbed the microphone again.

Oh, by the way.

" Thrustmaster NMD mouse, ergonomically designed to ensure comfortable use even after extended periods. Order now and receive a free Raiders of the Lost Ark co-branded sticker."

As he spoke, Harrison stepped backstage and brought out two boxes. One was a Gamenova 2x speed CD player, and the other was the co-branded mouse mentioned earlier.

The CD player packaging also features the collaboration with Raiders of the Lost Ark.

In addition, there is the name of this game project.

The Myst, also known as Indiana Jones and the Linking Book.

See you on Sunday during prime time!

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