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by nness 1044 days ago
I'm at a loss how they managed to convert/managed so many different formats — the textures, level data, sprites, etc. Rare games on the N64 made extensive use of "vertex shading" like techniques, and these have all been carried over to a higher degree than I would've expected...

What an undertaking!

2 comments

Off topic, but you're the guy who made the HN User Tag script! I recognise you since I have you tagged as "tag-legend". Still waiting for you to post your creation as a Show HN! ;)
Now I'm interested as well!
I believe it’s open source so it’s a big shared work by many hands
It is open source, but it looks like most of it was done by the main developer:

https://github.com/magcius/noclip.website/graphs/contributor...

Many of the contributions are others reversing and implementing a new game on top of the existing API, so the really labor-intensive per-game work is still spread out reasonably well.
A lot of games use similar or derived map formats (for instance, most Valve games). There’s a fair bit of game-specific tinkering to do, but you sometimes don’t have to reverse-engineer a new binary format from scratch…