This is makign me sick why are the devs taking off his hat every frame and putting it back just to do it again for the rest of his life. do you think its funny? you sickos you freaks leave him alone you dont deserve him

#batman#dc#dc comics#bruce wayne#dick grayson#batfam#batfamily#tim drake#dc fanart




seen from France

seen from Malaysia

seen from Netherlands
seen from Japan

seen from Malaysia
seen from United Kingdom

seen from Italy
seen from United States
seen from Russia

seen from Malaysia
seen from Russia
seen from China

seen from Russia
seen from Germany

seen from United States
seen from China
seen from China
seen from Germany
seen from China
seen from China
This is makign me sick why are the devs taking off his hat every frame and putting it back just to do it again for the rest of his life. do you think its funny? you sickos you freaks leave him alone you dont deserve him
We are so back
I'm watching videos on Super Mario 64 glitches and while some glitches are more than reasonable some are unforgivable.
Like, no developer in their right mind would consider the scenario in which the player uses inhumanly precise inputs to manipulate RNG for 39 days straight and make a pendulum speed up to billions of times its normal speed, crashing the game.
But then other glitches are like the X and Z values being in the wrong order when calculating enemy collision so they end up stuck in endless loops or trying to move past each other.
Or the height of floor polygons being calculated by the height of a single vertice, which makes floors be overshadowed by the floors below them, creating holes in the level geometry.
pannenkoek's explanation video of SM64's invisible walls is interesting because from the perspective of someone with a background in gamedev it seems like the random invisible wall bug of SM64 only occurs because the game was made before certain practices in 3D game development were standardized.
To try and summarize the problem as briefly as possible, the bug occurs in places where there's a gap in level geometry, and gaps occur because the positions of polygon points are truncated. This only causes an issue if your geometry has T-vertexes, which is a big no-no in modern 3D modeling, and can easily be solved by sub-dividing a few polygons.
Below is an example I found online of a T-vertex that needs to be solved (since explaining what they are takes too many words)
In this example, you can fix the T-vertex by turning that triangle into two triangles.
To put it into perspective, if your 3D models have T-vertexes in the modern era some 3D modeling software won't let you render them without flashing a warning to fix it first.
This isn't an issue of technical limitations on SM64's part. Solving the issue would require creating more polygons but not nearly enough to affect performance by any means. This is a case of 3D modeling being such an early pursuit that no one knew what not to do yet.
This man is a gift who should be cherished
What is wrong with him? (affectionate)
craziest moment from pannenkoeks new 3 hour long video about invisible walls