History SugarWiki / GeniusProgramming

5th Jan '18 7:29:07 PM supernintendo128
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* Someone managed to create a game resembling ''VideoGame/{{Portal}}'' for the UsefulNotes/NintendoDS. What makes that so special? The game contains fully 3D environments, with ''working physics'', and even renders the view through portals. As if that wasn't enough, this is a homebrew game made without access to Nintendo's official SDK, using information gained from reverse engineering. Despite this, it's more advanced than most official games. You can [[http://smealum.net/ASDS/ download it here]].[[note]]In order to play this on an actual Nintendo DS, you'll need a flash cartridge, but those have become quite cheap. You also have the option of playing it on a PC or mobile device using an emulator.[[/note]]

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* Someone managed to create a game resembling ''VideoGame/{{Portal}}'' for the UsefulNotes/NintendoDS. What makes that so special? The game contains fully 3D environments, with ''working physics'', and even renders the view through portals. As if that wasn't enough, this is a homebrew game made without access to Nintendo's official SDK, using information gained from reverse engineering. Despite this, it's more advanced than most official games. You can [[http://smealum.net/ASDS/ [[https://gbatemp.net/threads/aperture-science-ds-new-nds-homebrew.353315/ download it here]].[[note]]In order to play this on an actual Nintendo DS, you'll need a flash cartridge, but those have become quite cheap. You also have the option of playing it on a PC or mobile device using an emulator.[[/note]]
2nd Jan '18 6:41:27 AM shaZam999
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** ''VideoGame/BrutalDoom'' is an effort by ''one'' modder, known in the community as Sergeant_Mark_IV, to take apart Doom and put it back together in a way that's engaging and challenging even for the modern gamer. It has alt-firing weapons, locational damage, dynamic AI, ''many'' animations including spectacular deaths and fatalities, improved interactivity with the levels and a host of other features that nobody suspected the Doom engine was capable of. It moved things forward so much that almost anything of relevance that comes out today for Doom has its base in ''Brutal''. The developer even regularly put up demos on many astounding new features announced in the upcoming versions.

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** ''VideoGame/BrutalDoom'' is an effort by ''one'' modder, known in the community as Sergeant_Mark_IV, to take apart Doom and put it back together in a way that's engaging and challenging even for the modern gamer. It has alt-firing weapons, locational damage, dynamic AI, ''many'' animations including spectacular deaths and fatalities, improved interactivity with the levels and a host of other features that nobody suspected the Doom engine was capable of. It moved things forward so much that almost anything of relevance that comes out today for Doom has its base in ''Brutal''. The developer even regularly put up demos on many astounding new features announced in the upcoming versions.
23rd Dec '17 1:55:47 PM Albert3105
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* Despite the Source Engine being 13 years old at the time of this writing (2017), it still proves to be a versatile and really reliable game engine. Even the cheapest off-the-shelf PC can run a game made in that engine with little to no problems, and older games almost have zero compatibility issues with newer machines. Even Valve themselves still use the Source Engine to this day, as proof on how well-made it is.

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* Despite the Source Engine being 13 years old at the time of this writing (2017), over a decade old, it still proves to be a versatile and really reliable game engine. Even the cheapest off-the-shelf PC can run a game made in that engine with little to no problems, and older games almost have zero compatibility issues with newer machines. Even Valve themselves still use the Source Engine to this day, as proof on how well-made it is.
23rd Dec '17 1:53:29 PM Albert3105
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zelda->[= x2 = number * 0.5F;=]

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zelda->[= ->[= x2 = number * 0.5F;=]
16th Dec '17 7:54:54 AM bwburke94
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* [=iOS=] 11's facial recognition. More specifically, you only need to set it up once; there's no need to go through the process ever again. You could grow a mustache, dye your hair, or even be cosplaying, and it will ''still'' recognize you if you're face isn't completely covered up. Literally the only flaw with this feature (and they do tell you this) is if someone else looked exactly like you. But of course, those chances are very slim.

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* [=iOS=] 11's facial recognition. More specifically, you only need to set it up once; there's no need to go through the process ever again. You could grow a mustache, dye your hair, or even be cosplaying, and it will ''still'' recognize you if you're your face isn't completely covered up. Literally the only flaw with this feature (and they do tell you this) is if someone else looked exactly like you. But of course, those chances are very slim.
16th Dec '17 4:22:10 AM wwtoonlinkfan
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->[= x2 = number * 0.5F;=]

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->[= zelda->[= x2 = number * 0.5F;=]



** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' also pulls off this trick, while incorporating into the environment not only real-time dynamic shadow maps, but also some physically-based shaders on the side (mainly the metal shaders used on the towers and the Shrines).

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** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' also pulls off this trick, while incorporating into the environment not only a crazy amount of real-time dynamic shadow maps, but also some effects, which most other games would have kept pre-baked, on the underpowered and outdated Wii U. There's Mie scattering for sky color and clouds, atmospheric moisture simulation for rainbows and optical halos, full-on volumetric lighting and shadows, soil erosion variables for sea foam, and an unnecessarily realistic lens flare that takes into account aperture, light intensity, and light scattering. Oh, and there's physically-based shaders on rendering for materials, light-probe based global illumination, screen-space reflections within shrines, Unreal Engine Scene Capture 2D - style reflections in the side (mainly overworld, and sub-surface scattering for translucent materials. And it's all toon-shaded. Honestly, the metal shaders used on physics engine is one of the towers and less impressive features of the Shrines).game.
13th Dec '17 2:36:34 PM nybiker1
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* While being more known as a game designer than a game programmer, Creator/MasahiroSakurai programmed the enemy patterns in ''VideoGame/KirbysDreamLand'' ''entirely in hexadecimal''. What makes this even more impressive is that

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* While being more known as a game designer than a game programmer, Creator/MasahiroSakurai programmed the enemy patterns in ''VideoGame/KirbysDreamLand'' ''entirely in hexadecimal''. What makes this even more impressive is that each enemy has its own individual path.
13th Dec '17 2:33:06 PM nybiker1
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* While being more known as a game designer than a game programmer, Creator/MasahiroSakurai programmed the enemy patterns in ''VideoGame/KirbysDreamLand'' ''entirely in hexadecimal''. What makes this even more impressive is that
13th Dec '17 8:43:59 AM dmeagher13
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* The fan translation of ''VideoGame/Mother3'' boasts not only a professional quality translation of the game, but also a series of impressive hacks that made it possible to patch the translated text into the game. Needless to say, all of these were accomplished without access to the game's source code. The online [[http://mother3.fobby.net/or/ README]] for the project contains a long list of all of them, with the developers admitting that some of them should have been impossible.

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* The fan translation of ''VideoGame/Mother3'' boasts not only a professional quality translation of the game, but also a series of impressive hacks that made it possible to patch the translated text into the game. Needless to say, all of these were accomplished without access to the game's source code. The online [[http://mother3.fobby.net/or/ README]] for the project contains a long list of all of them, these hacks, with many of them featuring comments from the developers admitting that some of them they should have been impossible.impossible, but that the [[BeyondTheImpossible team managed to accomplish them anyway.]]
12th Dec '17 1:12:42 AM jayharrison
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* The [=NES=] version of ''[[VideoGame/TecmoBowl Tecmo Super Bowl]]'', a [[LicensedGame licensed]] UsefulNotes/NationalFootballLeague title released in '''''1991''''', not only keeps thorough overall statistics on all 28 teams featured, it even keeps track of rushing, passing, kicking, interceptions, and scoring for each player which can also be sorted by conference. With 30 players on each of the 28 NFL teams present--840 players total--that's a pretty impressive database feature for an NES game of its vintage!
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