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I gave this game a shot but honestly the art style got in the way of the gameplay for me. Fun to read how much effort went into it
I remember following dukope‘s well-written devlog back then. Even tried to reproduce his edge detection for a game jam. Thanks for digging this out.
What a fascinating deep dive. 2x with sphere mapping is my favourite - it starts to take on a sort of pointillism-like quality which gives all the objects (or maybe my brain) a sort of understanding of their texture.
I absolutely loved this game. I still think about it often, the story and the characters. I wish there was more games like it.

Interesting read!

I grew up on the small 6 inch 1 bit Mac SE display so the art style has a special place in my heart. Sadly I'm too "dumb" to fully enjoy the game as it requires a lot of attention to detail -- amazing if you enjoy detective style puzzles! I still highly respect it.
I keep feeling like there's a set of fundamental assumptions that can be optimized for, or relaxed and optimized for, in order to get at what a better method might be.

For example, stability of dithering under rotation and or some type of shear translation. What about stability under scaling?

There's been some other methods that essentially create a dither texture on the surface itself but, to me at least, this has a different quality than the "screen space" dithering that Obra Dinn employs.

Does anyone have any ideas on how to make this idea more rigorous? Or is the set of assumption fundamentally contradictory?

One of the biggest issues with dithering stability in screen space is attributable to perspective projection. The division operation is what screws everything up. It introduces a nonlinearity. An orthographic or isometric projection is much more stable.
If anyone finds this interesting, I'd like to plug my post analyzing a similar technique, but generalized for perspective pixel art: https://tesseractc.at/shadowglass
nice! that project shadowglass is really neat, as an engine, hopefully the dev will have support from good artists to fully exploit the engine’s capabilities, as is it has great potential!!!
> It feels a little weird to put 100 hours into something that won't be noticed by its absence. Exactly no one will think, "man this dithering is stable as shit. total magic going on here." I don't want to give people problems they didn't know they should have though so it was worth fixing.

I mean maybe it's just me, but that is literally the first thing I noticed and I appreciated it so much I instantly bought the game. I don't even play video games much!

“The output is no longer 1-bit”

I thought that constraint was the whole idea?

One of my favorite games of all time. An incredible kind of puzzle, oozing with its own weird style.
These techniques were all the rage on early Macintosh things
This is great from a technical and artistic perspective. But for me personally, the visual style ruined a great game. I love detective/deduction games. I'm listing some of my all-time favorites in this genre. I'd love to finish Obra Dinn, but god it just makes my eyes hurt so much.

The Case of the Golden Idol

Chants of Sennaar

Her Story

IMMORTALITY

The Painscreek Killings

The Roottrees are Dead

Type Help

Chants of Sennaar is my absolute favourite and I also really enjoyed The Case of The Golden Idol.

I haven't found anything close to scratching that Chants of Sennaar itch so far but I will check out the other games you mentioned as I haven't played any of them.

I also loved the conceit of the Obra Dinn but the visual style made me feel physically ill to the point I couldn't continue with the game. I'm useless with any first person POV stuff in general though.

I really liked the unique style.

Golden Idol and Chants of Senaar are incredible as well though.

I'll throw Heaven's Vault in there as well.
The final dithering effect appears to be mis-sampled and is no longer 1 bit per pixel
Never seen such a stable dithering before. Very nice!
One of the best games I've ever played. I might play it again now that it's been a few years and I can't remember the solutions.
This is so cool! Excellent writeup also.

I feel like I understand it all except the last step:

> I could feel the closeness, and a very simple fix for this kind of aliasing is to supersample: apply the dither thresholding at a higher resolution and downsample.

Here he shows a dither pattern that isn't monochrome, but has grays (cause it's downsampled). But the picture in the end is monochrome again. How does this work? How does he downsample the dithered result while staying monochrome?

> Finding this particular spherical mapping took some time. There's no way to perfectly tile a square texture onto a sphere. It would've been possible to redefine the dither matrices in terms of a hexagon grid or something else that does tile on a sphere.

Hexagon grids are flat and can't tile a sphere. Nothing can tile a sphere without knowing some specifics about the sphere, and even then you're pretty much limited to "orange slices", pole-to-pole longitudinal sweeps.