untitled
Sweet Seals For You, Always
Sade Olutola
Stranger Things
will byers stan first human second
"I'm Dorothy Gale from Kansas"
Jules of Nature

Jar Jar Binks Fan Club
Show & Tell

oozey mess
Monterey Bay Aquarium

shark vs the universe

@theartofmadeline

tannertan36

No title available

Love Begins
todays bird

if i look back, i am lost

pixel skylines
🩵 avery cochrane 🩵
seen from Tunisia
seen from Vietnam
seen from United States

seen from Malaysia
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seen from United States

seen from United States
seen from United States
seen from United States

seen from Türkiye

seen from United States
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seen from United States
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seen from United States
seen from South Korea
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@nigemichi
#るるどらいおん LION - Snow isのイラスト - pixiv
Dire straits
「オリョール帰りの女子厠(伊168ver.)」/「こおりみず」の漫画 [pixiv]
タダノさんはTwitterを使っています: “スク水事案 http://t.co/mCaMmW5ECS”
群青/2018
『路地』
(UPDATE: I found a ripped Super Mario 3D Land character which was 3071 tris, so the rumored 2000 triangle limit is without a doubt false! I’m still glad it prompted me to research topology and polycount optimization, but now I’m at a complete loss as to what resolution to aim for! Please send help!)
It’s study-time!
Since I’m working towards ancient tech restraint limits, I thought I might as well attempt to make game graphics which would fit on the 3DS (now that Unity has 3DS support!).
However, people online seem to claim that the 3DS has a “hard limit” on 2000 triangles rendered at the same time, which is insanely little. For comparison, the PS1 developers usually aimed at 3000 triangle limits, although the machine could probably do a bit more. Some rumors say that the 2000 triangle limit is an artificial restraint, and it’s probable that it’s enforced to make sure that all games in the 3DS library runs at decent framerates, even with post-processing and fancy materials applied (implying that Nintendo doesn’t trust 3rd party devs to optimize their games properly). My graphics won’t be using post-processing at all, and shader materials will be unnecessary because I’m using vertex colours, so I’d love to swap that computing power for more triangles.Now, I’ve thought long and hard about how to solve this problem (and still retain a decent amount of detail and world-size).
First off, I looked at how the old classics did it.
さらに読む
たきさんのツイート: “アーカイブを見ながら✍️… ”