part 3 of my Reverse Engineering Crazy Taxi series just dropped, check it out: wretched.computer/post/crazyta... in this post, we learn about mipmaps, vintage texture compression techniques, and the nitty gritty of how every GameCube draw call is made. and we do it all in service of one thing:
I've made a large update to FFX levels on noclip.website, adding particle effects, actors, and more! noclip.website#ffx/010
i recently finished v2.0 of my browser-based World of Warcraft level viewer! so here's a thread on what it is, how it works, and a visual history of its development check it out at noclip.website by searching "World of Warcraft", finding a zone you wanna explore, and fly around w/ WASD + mouse
Pretty nifty, the wheel behavior scripts choose a frame for the sprite based on the camera position. You never seen them from above in game (the billboarding would look different). They also incorporate the direction the camera is facing, though, which doesn't seem correct (last few seconds).
I saw phiresky.github.io/blog/2025/vi... and was intrigued by the flight path question (moving smoothly between views on a zoomable 2D image). I have two different arguments for the "right" answer being hyperbolic geometry. But first, a shader to demonstrate: www.shadertoy.com/view/l3KBRd
Visualizing all books of the world in ISBN-Space - phiresky's blog
Libraries have been trying to collect humanity’s knowledge almost since the invention of writing. In the digital age, it might actually be possible to create a comprehensive collection of all human wr...
phiresky.github.io