I keep feeling like there's a set of fundamental assumptions that can be optimized for, or relaxed and optimized for, in order to get at what a better method might be.
For example, stability of dithering under rotation and or some type of shear translation. What about stability under scaling?
There's been some other methods that essentially create a dither texture on the surface itself but, to me at least, this has a different quality than the "screen space" dithering that Obra Dinn employs.
Does anyone have any ideas on how to make this idea more rigorous? Or is the set of assumption fundamentally contradictory?
If you find this interesting, you might also be interested in this video of someone diving even deeper into how to make the dither surface stable: https://www.youtube.com/watch?v=HPqGaIMVuLs
I grew up on the small 6 inch 1 bit Mac SE display so the art style has a special place in my heart. Sadly I'm too "dumb" to fully enjoy the game as it requires a lot of attention to detail -- amazing if you enjoy detective style puzzles! I still highly respect it.
Agreed. The game is tied together so well with its deductive gameplay, art, and music. I also appreciate how difficult it is, I was banging my head against it frequently during my playthrough - but the "aha" moments are so worth it.
I picked up Blue Prince after - completely different game in most respects but hits some of the same satisfying puzzle-solving/deduction notes.
Interesting. I was really impressed by the art at first, taking joy in exploring that as much as the scenes themselves. But it soon faded out of focus as I was engrossed in the story and gameplay.
Yeah. I’ve wondered if the game could be a total hit on some possibly-not-yet-real eink display that can reproduce the intended effect at 60fps without such eye strain.
As a kid I imagined playing Cosmic Osmo on actual magical paper at my desk at school.
Some of the examples in the post are really bad, but even the last one has "flickering" not of the dithering pattern but of the edges, which feel "off".
Yeah, I also loved the idea, but found that playing it require me to strain my eyes too much and abandoned it. One of those games that is more fun to read about than to actually play.
What a fascinating deep dive. 2x with sphere mapping is my favourite - it starts to take on a sort of pointillism-like quality which gives all the objects (or maybe my brain) a sort of understanding of their texture.
I keep feeling like there's a set of fundamental assumptions that can be optimized for, or relaxed and optimized for, in order to get at what a better method might be.
For example, stability of dithering under rotation and or some type of shear translation. What about stability under scaling?
There's been some other methods that essentially create a dither texture on the surface itself but, to me at least, this has a different quality than the "screen space" dithering that Obra Dinn employs.
Does anyone have any ideas on how to make this idea more rigorous? Or is the set of assumption fundamentally contradictory?
If you find this interesting, you might also be interested in this video of someone diving even deeper into how to make the dither surface stable: https://www.youtube.com/watch?v=HPqGaIMVuLs
I grew up on the small 6 inch 1 bit Mac SE display so the art style has a special place in my heart. Sadly I'm too "dumb" to fully enjoy the game as it requires a lot of attention to detail -- amazing if you enjoy detective style puzzles! I still highly respect it.
I absolutely loved this game. I still think about it often, the story and the characters. I wish there was more games like it.
Interesting read!
Agreed. The game is tied together so well with its deductive gameplay, art, and music. I also appreciate how difficult it is, I was banging my head against it frequently during my playthrough - but the "aha" moments are so worth it.
I picked up Blue Prince after - completely different game in most respects but hits some of the same satisfying puzzle-solving/deduction notes.
I gave this game a shot but honestly the art style got in the way of the gameplay for me. Fun to read how much effort went into it
Interesting. I was really impressed by the art at first, taking joy in exploring that as much as the scenes themselves. But it soon faded out of focus as I was engrossed in the story and gameplay.
Yeah. I’ve wondered if the game could be a total hit on some possibly-not-yet-real eink display that can reproduce the intended effect at 60fps without such eye strain.
As a kid I imagined playing Cosmic Osmo on actual magical paper at my desk at school.
Some of the examples in the post are really bad, but even the last one has "flickering" not of the dithering pattern but of the edges, which feel "off".
Have you played it?
In the game it's pretty great.
I have and wasn't terribly bothered by it, but that may have changed if I had done it on large screen (TV).
Yeah, I also loved the idea, but found that playing it require me to strain my eyes too much and abandoned it. One of those games that is more fun to read about than to actually play.
Mostly enjoyed it but the art style gave me motion sickness during and after each session where I had to stop (playing on a TV).
What a fascinating deep dive. 2x with sphere mapping is my favourite - it starts to take on a sort of pointillism-like quality which gives all the objects (or maybe my brain) a sort of understanding of their texture.
Actually saw a great youtube video about this recently - very cool how they were able to accomplish this. https://www.youtube.com/watch?v=_3qzyAHMoUU
Previous discussion of "Stabilizing the Obra Dinn 1-bit dithering process (2017)" on 08-nov-2024 https://news.ycombinator.com/item?id=42084080 114 comments
I remember following dukope‘s well-written devlog back then. Even tried to reproduce his edge detection for a game jam. Thanks for digging this out.