How Crash Bandicoot's Amazing Particle Effects Were Created

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  • เผยแพร่เมื่อ 31 ม.ค. 2025

ความคิดเห็น • 599

  • @wandersgion4989
    @wandersgion4989 6 ปีที่แล้ว +279

    I love how you just happen to have an old build of a canceled Madagascar game lying around. Someday you’re just gonna nonchalantly turn up with an alpha build of Half-Life 3 or something. lol

    • @newgameld2512
      @newgameld2512 6 ปีที่แล้ว +5

      Traveller's Tales didn't make Half-Life bruh. And... you were probably aware of that.

    • @wandersgion4989
      @wandersgion4989 6 ปีที่แล้ว +7

      Newgame+ LD Maybe he knows some people in Bellevue, Washington. 😉

    • @Nikku4211
      @Nikku4211 6 ปีที่แล้ว +18

      @@@newgameld2512
      That's the joke.

    • @astropgn
      @astropgn 6 ปีที่แล้ว +2

      wooosh

    • @arekrekas213
      @arekrekas213 4 ปีที่แล้ว

      @@Nikku4211 there was no joke

  • @Interference22
    @Interference22 6 ปีที่แล้ว +811

    Apart from the coding behind this, I'd also be interested in how you achieved the rays through the windows.

    • @rubberbawlz
      @rubberbawlz 6 ปีที่แล้ว +35

      The coding is the best part, are you mad?

    • @soviut
      @soviut 6 ปีที่แล้ว +48

      Most likely the rays were done by having a single tall beam texture per particle. The particles would then be given a reasonably long lifespan so they would shimmer instead of flicker. The emitter was then placed on an angle to simulate the light direction. There is probably an option on the emitter to use a texture to determine the colour of each particle in a UV coordinate space, so by using the same stained glass texture for that, you get the illusion of multi-coloured light rays.

    • @GameDevAcademy
      @GameDevAcademy 6 ปีที่แล้ว +1

      Yep. I'd like to see these things too.

    • @GameDr04
      @GameDr04 6 ปีที่แล้ว +2

      I want to know that, as well.

    • @johnnymann4651
      @johnnymann4651 6 ปีที่แล้ว +1

      think of them as partially textured transparent objects with fullbright turned on so lighting and shading doesnt affect them and there you have it. they are objects not particles.

  • @Joevenon
    @Joevenon 6 ปีที่แล้ว +950

    *Basically "So, to show you more about these effects, I'll show you a almost never before seen prototype from a cancelled madagascar game I have here"*
    *That's why I love your channel so much, Jon! keep up the astonishing work!*

    • @davidgomes8559
      @davidgomes8559 6 ปีที่แล้ว

      Você por aqui Joe? hehe

    • @Joevenon
      @Joevenon 6 ปีที่แล้ว +16

      *Actually I bold my comments because I'm kind of addicted in doing that*

    • @potate_overlord
      @potate_overlord 6 ปีที่แล้ว +8

      I would love to see more of that prototype actually. Looks pretty cool.

    • @captainnintendo
      @captainnintendo 6 ปีที่แล้ว +6

      Joeveno you almost make it sound like showing off a never before shown game beta just to show off a particle effect is a big deal~ xD

    • @TDRR_Gamez
      @TDRR_Gamez 6 ปีที่แล้ว +4

      Well then please stop, it makes the letters look awful on many mobile devices and it just *sucks.*

  • @MauricioFernandezF
    @MauricioFernandezF 6 ปีที่แล้ว +450

    I'd like to understand how the VPU was used to produce this particles, please!

    • @thomasandrews9355
      @thomasandrews9355 6 ปีที่แล้ว +5

      yes!

    • @Cypryssss
      @Cypryssss 6 ปีที่แล้ว +19

      Me too. I'd love more technical videos!

    • @gnightrow4020
      @gnightrow4020 6 ปีที่แล้ว

      what is a VPU ?

    • @jc_dogen
      @jc_dogen 6 ปีที่แล้ว +21

      @gNightrow
      Vector Processing Unit. They execute instructions on groups of numbers at once. Good for 3D math and other kinds of parallel processing tasks.

    • @kneesnap1041
      @kneesnap1041 6 ปีที่แล้ว

      Seconded

  • @BoundaryBreak
    @BoundaryBreak 6 ปีที่แล้ว +24

    So interesting!!! Channel never disappoints sir

  • @smbmadman1
    @smbmadman1 6 ปีที่แล้ว +286

    Suddenly, Madagascar prototype!
    How did that one come to be, and why was it scrapped?

    • @FridiNaTor
      @FridiNaTor 6 ปีที่แล้ว +30

      Ryan Silberman Probably made to show what they can do‚ and got denied. Like the Wallace and Gromit animation.

    • @AgsmaJustAgsma
      @AgsmaJustAgsma 6 ปีที่แล้ว

      I played Vicarious Visions' GBA game, back in the day. It was pretty average, I recall.

    • @Harper_Onions
      @Harper_Onions 6 ปีที่แล้ว +18

      @OneoftheCancor the final game we got from Toys for Bob does look suspiciously similar.

    • @AgsmaJustAgsma
      @AgsmaJustAgsma 6 ปีที่แล้ว +11

      I never played the home consoles version of the Madagascar game, however I saw a walkthrough of the PS2 version, and let me tell you, the Toys for Bob version looks piss poor compared to Traveller's Tales' prototype. Heck, the latter looks like a seventh gen game in comparison, crude lighting aside.

    • @spacemancraig5781
      @spacemancraig5781 6 ปีที่แล้ว +11

      Looks like some of their assets made it into that game media.playstation.com/is/image/SCEA/slus-21015-game-ss-4?$MediaCarousel_LargeImage$

  • @ano1nymus1
    @ano1nymus1 6 ปีที่แล้ว +339

    I would have appreciated a bit more of a technical explanation, like you do in your other Coding Secrets. This was more of a demonstration of the particle editor.

    • @Erick-kl2do
      @Erick-kl2do 6 ปีที่แล้ว +5

      ano1nymus1 since 2000 until today, there wasn't need to code everything, except for the gameplay itself and the in-game cutcene sequences, however that doesn't mean that it's really easy to make a good enviroment for the level design, the video shows how complex could be making the "indicated" effects for a level enviroment.

    • @GraveUypo
      @GraveUypo 6 ปีที่แล้ว +48

      erm, every single one of those features in the editor, including the editor itself, was coded. it doesn't just pop into existence.
      this was just an artist-level demonstration. yeah, it's a great system, but people want to know how it works.

    • @nickwallette6201
      @nickwallette6201 6 ปีที่แล้ว +4

      This video may not be heavy on source code, but it's a neat look behind the curtain on how effects are added to a scene, and how versatile those effects systems can be.

    • @MilesQuickster
      @MilesQuickster 6 ปีที่แล้ว +3

      That is pretty satisfying and all, but I agree with anon1ymous1 here. I also want him to kind of touch upon how [t]he[y] programmed the whole system

  • @Ogaitnas900
    @Ogaitnas900 6 ปีที่แล้ว +42

    that madagascar prototype looks beautiful

  • @retractingblinds
    @retractingblinds 6 ปีที่แล้ว +80

    Wow, the PS2 was a monster to handle all of that. That, or TT's programming was legendary and under-appreciated on the system.

    • @RAFMnBgaming
      @RAFMnBgaming 6 ปีที่แล้ว +18

      From what i remember the PS2 was actually the weakest console of its generation, possibly besides the Dreamcast. But it was certainly far from impossible to make fantastic looking games on, as its library can attest to.

    • @RFC3514
      @RFC3514 4 ปีที่แล้ว +1

      What makes you think it was "under appreciated"? Most of their games were very successful and got good reviews.

    • @lukabrasi001
      @lukabrasi001 4 ปีที่แล้ว +1

      @@RFC3514 actually yeah, the PS2 was technically weaker than the rest of it's generation, but that didn't stop us from playing these amazing games they've thrown at us. (Just look at Black, with little to no difference between XBOX and PS2 tbh.)

  • @NIMPAK1
    @NIMPAK1 6 ปีที่แล้ว +4

    I've always found particle effects to be very fascinating imo. This might be a stupid idea, but I've love to see a game that uses solely particle effects to create a fully 3D world that's able to scale and morph dynamically without having to worry about the polygon count or draw distance.

  • @NaamexES
    @NaamexES 6 ปีที่แล้ว +15

    That Madagascar cancelled game looks really interesting, please do a video about it

  • @Felix4Gaming
    @Felix4Gaming 6 ปีที่แล้ว +39

    I'd be really interested to see the programming behind all this!

  • @rubberbawlz
    @rubberbawlz 6 ปีที่แล้ว

    I would be interested in seeing EVERYTHING. i especially want to see the coding tricks used to achieve the system. Personally, my favourite videos of yours are the behind the scenes optimisations for these classic consoles. Having an industry professional's perspective is incredibly interesting and useful. Great work man.

  • @EmanuelFrias
    @EmanuelFrias 6 ปีที่แล้ว

    I am honestly really interested in seeing both topics next! Thank you for sharing this!

  • @KizulEmeraldfire
    @KizulEmeraldfire 6 ปีที่แล้ว +1

    "I could do follow-up videos to show how specific effects such as stained glass windows were achieved, or a video to explain just how we programmed the VPUs to give us such a fast system."
    I actually want BOTH. :D Your Coding Secrets videos never fail to always absolutely FASCINATE me.

  • @melody_florum
    @melody_florum 4 ปีที่แล้ว

    I’ve always loved watching videos explaining old game development but it’s so cool seeing it from someone who actually worked on those games

  • @SgvSth
    @SgvSth 6 ปีที่แล้ว +17

    I will say that I think just a video on the lighting system and how it interacts with Crash and Coco might be nice due to being able to see certain effects on my damaged PS2 copy.

  • @rivet6403
    @rivet6403 6 ปีที่แล้ว

    Man I kinda want to see both follow up videos! Seeing how you made the system so fast would be awesome, and seeing its other capabilities would be even greater! Dude as a person really into older games this whole channel is a gold mine! Thanks for this and I hope for more!

  • @philrod1
    @philrod1 6 ปีที่แล้ว +23

    We want to see both, obviously! Personally, I'd like to know more about the VPU. Cheers!

  • @xweert711
    @xweert711 6 ปีที่แล้ว

    It's essentially a very simple yet incredibly powerful and robust particle builder and setter akin to something like UE's Particle Editors. This is brilliant. Fantastic work, dude!

  • @archerdark7524
    @archerdark7524 6 ปีที่แล้ว +2

    Excellent channel! Nowadays, few such precious content can be found on youtube. Thank you very much! I'm 21 now and when I learned that you were working on iconic video games like Lego Star Wars or Crash Bandico, then I just needed to thank you for making my childhood more beautiful. Thanks!

  • @gamecomparisons
    @gamecomparisons 6 ปีที่แล้ว

    This really is amazing. There is SOOOOOOOOOOOO much talk online about how powerful the PS2 was, how great and misunderstood the VUs were, but no real examples. Thank you, and any and all further examples would be greatly appreciated.

  • @brynshannon6692
    @brynshannon6692 6 ปีที่แล้ว +2

    "It was a flame, and now five minutes later, it's a storm of leaves."
    How does it feel to *play god?*
    Seriously though, that's a ridiculously good editor! And I wanna see how you did the window beams. Many thanks.

  • @nerdoutwordout6294
    @nerdoutwordout6294 6 ปีที่แล้ว

    I'm happy to hear all the stuff you've got to say about this! In honesty I kind of stopped noticing large development in 3D effects around the PS2 era (compared to the 32bit) so it's great to see and learn all the neat tricks that were going on.

  • @BewbsOP
    @BewbsOP 6 ปีที่แล้ว

    10:04 ok, that's fricking amazing. I don't think I'v ever seen an effect with that many particles moving around without the least bit of slowdown.

  • @the_brutal_king4314
    @the_brutal_king4314 6 ปีที่แล้ว

    Absolutely astounding. I was amazed by the use of the scaling transform to give the leaves the look of a 3D particle! Not to mention the surprise Madagascar prototype!

  • @nicholashollander2256
    @nicholashollander2256 4 ปีที่แล้ว

    That particle editor has more thought and effort put into it than every piece of code I've ever written in my life put together.

  • @nuckm
    @nuckm 6 ปีที่แล้ว +6

    thumbs up to the idea of a more technical video on the system, just hearing anything in-depth about the PS2 sounds fun due to how weird of a console it was. Definitely curious as to how the stained glass rays were achieved as well.

  • @Thevaporwaveraver
    @Thevaporwaveraver 6 ปีที่แล้ว

    wrath of cortex was one of my ABSOLUTE favorite childhood games .. i love your videos we need more developers to open up like you have because you guys have some insane amazing stories to tell .. that knowone will know or think anything of until they are told.. absolutely incredible !! ... have a nice Saturday evening and enjoy the rest of your weekend !:)

  • @joelmack7863
    @joelmack7863 6 ปีที่แล้ว

    I actually really love this channel. All the games you show off, I played when I was a child.

  • @NeoKesha
    @NeoKesha 6 ปีที่แล้ว

    Outstanding! I was always amazed how Crash games was always technically advanced. Engines of most crash games are just masterpieces in graphical quality and performance.

  • @skittyrocks
    @skittyrocks 6 ปีที่แล้ว

    I'm impressed how the ps2 doesn't slow down with thousands of particles on the screen at once. Keep up the good vids they're fascinating

  • @Prinsdam
    @Prinsdam 6 ปีที่แล้ว

    This is the most robust in-engine editor interface I've ever seen on a console. Those gradient stops and the scaling in the texture viewer!

  • @stevemonks
    @stevemonks 6 ปีที่แล้ว

    That's a blast from the past, I didn't expect to see the Madagascar game again. Nice to see the in game editors in action too after all of this time, that was such a great way to build and tweak level effects and objects.

  • @luria2498
    @luria2498 6 ปีที่แล้ว

    Very interesting video! I didn't expect the particle editor to be capable of producing such a wide variety of results live. Good insight as always. :)

  • @ashervonsteinlager
    @ashervonsteinlager 6 ปีที่แล้ว

    So Ingenious and interesting. I'd love some extended versions of your videos. I could watch them for hours. You sir are an unsung legend of your industry.

  • @Toothily
    @Toothily 6 ปีที่แล้ว +27

    I really wanna know about the engineering behind it!

  • @Zorf96
    @Zorf96 6 ปีที่แล้ว

    TELL US EVERYTHING ABOUT THIS MAGIC! These videos are incredible! It's so inspiring to see these incredible creative tools being explained!

  • @Sinn0100
    @Sinn0100 2 ปีที่แล้ว

    That's got to be one helluva kick in the pills. You work with a team creating a game from nothing. You built with your on hands a fully realized 3d environment filled with things a player can interact with. You spend countless hours coding, fixing, and creating this complex thing...then a bunch of bean counters slam the door shut. I can't even begin to imagine how frustrating that would be. Especially for those people like you who pour your heart into a project no matter what it is. That's pretty amazing.

  • @FissionMetroid101
    @FissionMetroid101 6 ปีที่แล้ว

    This is the COOLEST THING! I've worked with the Source Engine's particle editor for several years. Seeing other game engines' editors is such a treat, especially seeing how similar they all sorta are!

  • @SteveM000100
    @SteveM000100 6 ปีที่แล้ว +6

    Yes yes yes yes yes, I want to see all of it Jon :)

  • @TheRacePig
    @TheRacePig 6 ปีที่แล้ว

    The PS2's fill rate performance is truly remarkable, all those dang particles and it's not breaking a sweat. Amazing.

  • @607
    @607 6 ปีที่แล้ว

    That particle editor is so satisfying!
    I see you already did a video explaining how it was programmed, but I would really like another video showing some possibilities implemented though the editor. :)

  • @OnlyEpicEmber
    @OnlyEpicEmber 6 ปีที่แล้ว +10

    That's pretty cool, shame you never got to do the Madagascar game

  • @RobFarley74
    @RobFarley74 4 ปีที่แล้ว

    I've only just found your channel and absolutely loving it, I was coding games around the dx7 era of pc programming and the particle system I wrote was remarkably similar (although I only had start and end colours rather than many points throughout it's life). I also didn't make such a nice editor for it! But particle systems are definitely the thing that makes games stand out. Well, shortly after particle systems came foliage systems which were the thing that made games stand out! Awesome videos, I really enjoy them, and trying to work out how you achieved effects before you tell us!

  • @mtylerryan
    @mtylerryan 6 ปีที่แล้ว

    This was super cool! I love seeing all these inner workings! Anything you'd like to show us; I'm sure that we'd love seeing it :3

  • @jordanbertran5793
    @jordanbertran5793 6 ปีที่แล้ว

    I love to see more of this - anything you feel like showing and telling. :)

  • @sandakureva
    @sandakureva 2 ปีที่แล้ว

    Tools like these never fail to fascinate me... or to remind me how fortunate I am to be doing similar work with 2020s tools, complete with all their niceties.

    • @sakurasfingernails7247
      @sakurasfingernails7247 หลายเดือนก่อน

      legit it's crazy to me that these tools in the game here are almost identical to the ones i use in unity and/or godot. I can visualize these things in-editor without needing to boot up a whole-ass game that may or may not break because some numnut got too cocky with shader code lol

  • @Solibrae
    @Solibrae 6 ปีที่แล้ว

    That was a really interesting behind-the-scenes look at game development.

  • @sciverzero8197
    @sciverzero8197 6 ปีที่แล้ว

    The light rays and VPUs are both of interest to me, as I've never seen so many particles render on the PS2 without any slowdown. I'm genuinely impressed by that.

  • @NintendoTV64
    @NintendoTV64 6 ปีที่แล้ว

    OMG, the Madagascar game was one of my all time favorite GameCube games! I didn't know you guys made a prototype for it!

    • @dhkatz_
      @dhkatz_ 6 ปีที่แล้ว +1

      Pretty sure he's talking about a different game. He even said "cancelled" multiple times.

  • @TheJuicyJingle
    @TheJuicyJingle 6 ปีที่แล้ว

    I would love to see how the rays were created, how collision works with the emitter, and also how you achieved the ridiculously low performance impact! This is incredible to me!!! Thank you for sharing this.

  • @omegaPSI2006
    @omegaPSI2006 4 ปีที่แล้ว

    This channel is the best. I could listen to these for hours

  • @greatsageclok-roo9013
    @greatsageclok-roo9013 6 ปีที่แล้ว

    Seeing you mess around with that flame reminded me of messing with the adjustable particle systems in the Insomniac Museum in Ratchet and Clank 2 and 3.
    Specifically 2. Those ones were just so cool!

  • @piratetele
    @piratetele 6 ปีที่แล้ว

    I am not a developer in any capacity, but this is incredibly interesting to me. I like seeing how things work in the background that most people don't think about.

  • @TDAdvocate
    @TDAdvocate 6 ปีที่แล้ว

    This is incredible. I love seeing this kind of stuff. Please keep up the awesome content!

  • @violet_broregarde
    @violet_broregarde 6 ปีที่แล้ว +5

    This is a cool tool, I'd love to see how you produced the particles, rather than simply what particles you produced

  • @Humbird00
    @Humbird00 6 ปีที่แล้ว

    Both the stained-glass effect and the underlying programming sound fascinating. I'd love to see videos about both of those.

  • @ShiraCheshire
    @ShiraCheshire 6 ปีที่แล้ว

    I'd love to hear both about how specific effects work and about how the programming behind this works! Both sound like such extremely interesting topics!

  • @Gecko1993HogheadIncOfficial
    @Gecko1993HogheadIncOfficial 6 ปีที่แล้ว

    Funny that you mention particle effects, Metroid Prime 2 Echoes also has particle effects. One example is when the character of that game: U-Mos’ idle animations attracts moths to his beam of light he shines from his hand. Particle effects are very intriguing to me. Seeing this on Crash & Madagascar Party is really cool!

  • @john_hunter_
    @john_hunter_ 6 ปีที่แล้ว

    I really like the trick where you changed the height to make it look like it was rotating.

  • @ChangedMyNameFinally69
    @ChangedMyNameFinally69 5 ปีที่แล้ว

    5:54 Reminds me of the ice particle effects a lot of fantasy RPGs nowadays use, particularly the spreading of growing blocks over a small radius

  • @aarongreenfield9038
    @aarongreenfield9038 6 ปีที่แล้ว +123

    Looks like the bandicoot in the thumbnail, needs to go on a crash diet!

    • @FrameRater
      @FrameRater 6 ปีที่แล้ว +18

      ^ stop this

    • @warhammernerd52Daxx-Lorenzo898
      @warhammernerd52Daxx-Lorenzo898 6 ปีที่แล้ว +4

      Nope, Mr.Orange just got THICC

    • @Schwallex
      @Schwallex 6 ปีที่แล้ว +1

      Looks like Aaron Greenfield needs to learn when to use a comma!

    • @aarongreenfield9038
      @aarongreenfield9038 6 ปีที่แล้ว +4

      Schwallex. We all make mistakes, it seems like you did too!

  • @ThomCote88
    @ThomCote88 6 ปีที่แล้ว

    I'd definitely be interested in seeing more detailed videos about how certain effects and the system as a whole was implemented.

  • @willrobinson7599
    @willrobinson7599 4 ปีที่แล้ว

    Great video showing some of the tools used to enhance the games

  • @MUSTASCH1O
    @MUSTASCH1O 6 ปีที่แล้ว

    Thanks for sharing this. So much knowledge must just get filed away and forgotten when people eventually retire.

  • @pablojams5152
    @pablojams5152 6 ปีที่แล้ว +2

    god i'd love to play around with this particle editor

  • @RabbitEarsCh
    @RabbitEarsCh 6 ปีที่แล้ว

    What a remarkable and convenient tool! I really like how much freedom this gives you to just mess around in a level and play with the art until you get something you like, without having to write up a ton of particle-specific code. As for another video...I'm interested more in how you got the VPU to render this stuff without any slowdown. I've seen a lot of games struggle to keep framerate with this much stuff going on the screen and you make it look like a breeze.

  • @MortenSlottHansen
    @MortenSlottHansen 6 ปีที่แล้ว

    Amazing what the PS2 could do! Really cool to see how good developers can master static hardware. Would love to hear more about everything else!

  • @DaanVankerkom
    @DaanVankerkom 6 ปีที่แล้ว

    Please do follow-up videos, especially on how it's programmed, this looks super interesting on how this all was achieved on older consoles!

  • @talkashie
    @talkashie 6 ปีที่แล้ว

    Yes, more in-depth please! I had no idea the PS2 was capable of pushing out thousands of particles without slowdown.

  • @sonixthatsme
    @sonixthatsme 6 ปีที่แล้ว

    Super interesting. Always nice to see how games were / are made.

  • @elPatrixf
    @elPatrixf 6 ปีที่แล้ว +33

    VPU programming pretty please!!

  • @NaveTVG
    @NaveTVG 6 ปีที่แล้ว

    I’d love to see a video on how you coded this! It’s fascinating how it doesn’t slow down much when you add several thousands of particles!

  • @LetsPlayKeldeo
    @LetsPlayKeldeo 6 ปีที่แล้ว

    I would love videos where you go into detail how you did those effects each and then maybe a longer video on how the system itself works

  • @MiniMibani
    @MiniMibani 6 ปีที่แล้ว

    Oh goodness, with something like this, rain and snow would be so simple and look so good!!

  • @albertoaugustomanzanillahe9951
    @albertoaugustomanzanillahe9951 6 ปีที่แล้ว

    love to see some of the VPU's programming :D, great videos!! keep'em coming

  • @MrRJReynolds
    @MrRJReynolds 6 ปีที่แล้ว

    Please do both follow up videos.
    Using particles effectively always confused me as a designer, and it would be really nice to see how professionals use them.

  • @DrNaz
    @DrNaz 6 ปีที่แล้ว

    Amazing. I'd like to see these interacting with collisions!

  • @Asdayasman
    @Asdayasman 6 ปีที่แล้ว

    What an absolutely fantastic tool for the artists. In situ editing of the level, along with running natively on the hardware, so they'd immediately get feedback on performance.
    As a programmer, I'd be very interested in a more in-depth video on your instancing technique to prevent such a large number of particles from slowing down such (by today's standards) sluggish hardware. I have a high-level understanding of it, but a lower level explanation would be amazing.

  • @stezneme81
    @stezneme81 6 ปีที่แล้ว

    I love this channel , thanks so much for sharing and demonstrating everything you do .

  • @sakurasfingernails7247
    @sakurasfingernails7247 หลายเดือนก่อน

    3:38 I imagine this is likely common for older games and/or massive modern games, but it blows my mind there's just a menu for this stuff in-game. i've developed small games with a friend who's crazy into shader coding and yet wanting to adjust particles and albedo/diffuse colour stuff still usually involves setting in-editor then copied down while the game is running. Crazy seeing this stuff be adjusted and tested using an in-game dev tool.

  • @Leon-kx6el
    @Leon-kx6el 6 ปีที่แล้ว

    Never have I clicked on a video notification so fast.
    As usual awesome video!

  • @ControlAllDa1337
    @ControlAllDa1337 6 ปีที่แล้ว

    Another great video. I find this channel so fascinating. Would love to see the coding behind the particle system and tools

  • @RyanGatts
    @RyanGatts 6 ปีที่แล้ว +1

    The rays and literal way that you used the VPUs are particularly interesting to me. They seem like they might work similarly to modern GPU paricles at first glance. If I were to guess, I'd assume that the crepuscular rays were handled by having stacks and stacks of low alpha additive particles emitting aligned to the window and moving down in the direction of the sunbeam (and probably scaling up). This would be a pretty overdraw-heavy way of doing the effect, but that's my best guess looking at the featureset you have here. Also the technique is pretty similar to the concentric shell way of modelling volumetric fur, which seems a similar concept.

  • @TheBionicle9000
    @TheBionicle9000 6 ปีที่แล้ว +19

    How about Twinsanity's Gone a bit coco level?

  • @aphexjh
    @aphexjh 6 ปีที่แล้ว

    seeing how the geometry is created/textured/placed in the engine would be cool. seems like there are some nice foliage effects and stuff. would also be cool to see that stuff.

  • @ahoneycat
    @ahoneycat 6 ปีที่แล้ว

    Jon I love your work and your channel, I''d love (and the Crash Bandicoot Fandom as well) to see more cancelled stuff of Crash Twinsanity, greetings from Argentina

  • @Key4700
    @Key4700 6 ปีที่แล้ว

    I really am interested in the technical side and the programming behind this. Thousands of particles on the PS2 without slowdown, modern game programmers really could learn a thing or two from how you (and presumably your team aswell) handled things back in the day

  • @mad_de
    @mad_de 6 ปีที่แล้ว

    Very cool stuff. I'd love to see more, of anything! All these videos are really interesting. :)

  • @JohnSmithson999
    @JohnSmithson999 6 ปีที่แล้ว

    These old editors used to build the game are fascinating!

  • @Glasgowphilosopher
    @Glasgowphilosopher 6 ปีที่แล้ว

    This is fascinating, I'd love to see more

  • @jaspercongdon
    @jaspercongdon 6 ปีที่แล้ว

    Amazing video as always! Would love to see the trickery of how you did this without slowing down the console

  • @christopherg2347
    @christopherg2347 5 ปีที่แล้ว

    5:00 "I am a leaf in the wind" "Well, I am a leaf in the flame!" "Wait, what?"

  • @AristoGamer
    @AristoGamer 6 ปีที่แล้ว

    Both! I'd love to see the actual code behind this, as well as some more details on the light rays

  • @bigbangbot-SuperSqank
    @bigbangbot-SuperSqank 6 ปีที่แล้ว

    Great stuff. I would love to see more of this prototype in the future.

  • @0m3GAARS3NAL
    @0m3GAARS3NAL 6 ปีที่แล้ว

    Reminds me of Ratchet and Clank Up your Arsenal, in the Insomniac Museum they had a few particle effects you were free to edit with a debugging menu that popped up when you stood on a pad near the particle effect.

  • @DefinitiveDubs
    @DefinitiveDubs 6 ปีที่แล้ว +4

    That water looks pretty good for PS2.

  • @novafawks
    @novafawks 6 ปีที่แล้ว

    Awesome insider stuff, and I'm happy these builds are still around! (Make sure to back them up, please!! For archival sake)
    But I AM still curious on the technical side of how the ps2 can get away with that many particles.

  • @CanadasElite
    @CanadasElite 6 ปีที่แล้ว

    Really insightful! Thanks again for the wonderful videos!