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Zelda: The Wind Waker – Tech and Texture Analysis

332 pointsby fmax30almost 11 years ago

8 comments

doomlaseralmost 11 years ago
If you enjoyed this, there&#x27;s also a good breakdown of the techniques used to build Shadow of the Colossus on the PS2: <a href="http://www.scribd.com/doc/170524064/The-Making-of-Shadow-of-the-Colossus" rel="nofollow">http:&#x2F;&#x2F;www.scribd.com&#x2F;doc&#x2F;170524064&#x2F;The-Making-of-Shadow-of-...</a><p>It goes into detail about things like how the inverse kinematics work, and rendering layers of translucent textured polygon shells for its fur effects since programmable shaders weren&#x27;t possible on the hardware.
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krisgeealmost 11 years ago
Fantastic! I remember reading this a couple of years ago and saying &quot;huh, that&#x27;s cool&quot; but I make games now and it&#x27;s much more interesting to read having had to write shaders and make similar sorts of compromises, I especially like the closest source shadows and semi-dynamic tassles on the spears.<p>On a less technical note it&#x27;s amazing how going with the cell-shaded look has made the game age <i>so well</i> even the original non-HD gamecube game still looks great today.
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magoghmalmost 11 years ago
Zelda games have a lot of interesting implementation details. You might also be interested in Twilight Princess Eyes Breakdown: <a href="http://www.benjones.us/twilight-princess-eyes-breakdown/" rel="nofollow">http:&#x2F;&#x2F;www.benjones.us&#x2F;twilight-princess-eyes-breakdown&#x2F;</a>
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babyalmost 11 years ago
I remember just stopping and watching the waves in awe. I&#x27;m glad I&#x27;m not the only one who was charmed by them<p>&quot;this animated wave material is one of my all time favorite fx in game art&quot;
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JonnieCachealmost 11 years ago
I forgot how pretty that game was. Shame it fell apart 2&#x2F;3 of the way through, like so many games seem to do.<p>Incidentally if you like this kind of thing, and you haven&#x27;t played Fez yet, then well, the rest of your sunday is sorted.
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thegeomasteralmost 11 years ago
It seems to me that the artistic portion of Wind Waker was given a little more attention than the technical one. The lack of instancing&#x2F;batching when rendering grass or the lack of efficient culling outside, for instance, surely doesn&#x27;t match the care with which the artists designed the lighting or splatted sea materials.<p>Still, great analysis.
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kevin818almost 11 years ago
Are these same kind of techniques applicable to mobile devices or is the hardware just not there yet? I&#x27;ve always wondered about whether console development and mobile development have converged or not yet.
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daktanisalmost 11 years ago
This is pretty cool as a hobbyist game dev.