I don't really understand how or why Bad Apple is becoming the de-facto graphics rendering "hello world" but it's fun to see in real time. I came across this demo which uses Bad Apple for demonstrating high FPS hypermedia:
1. The creator is extremely cool about remixes and fanuse. In many ways touhou is the OG modern internet fandom in a way that previous ones weren't. Your bad apple video will not be taken down even though it has the same audio as all the others.
2. The shadow puppet format is recognizable at seemingly any resolution. I have seen examples in a 3x3 grid even. On top of that, it only has two colors (black/white, 1/0) so its dead simple to convert the video frames into any other format you can imagine with only a 'hello world' understanding of what you're doing.
True, I think it's more accurate to say that the video can be shown in only black & white while still remaining mostly true to the original content, which isn't the case for most videos. So you can play bad apple on two-color display and still easily be able to recognize it as bad apple, which definitely contributes to its "hello world for video" status.
I was alluding to the difficulties of frame-rate conversion, dithering, and compression artifacts in the original source being amplified by the conversion. Grayscale by itself isn’t the issue.
Yes, but I don’t think that black & white vs. grayscale makes a significant difference. Naively converting grayscale is virtually as “dead simple” as converting black & white.
You seem to be interpreting my reply as a challenge to your comment rather than taking as support to it. The original comment made an incorrect statement-as-fact with b&w 1/0, yet TFA clearly stated it was grayscale. Your comment challenged implying TFA was not read, so I just backstopped your comment.
Your comment implied that your citation makes reading the article unnecessary, in the context of my initial comment. Since your citation didn’t mention the difficulties I was alluding to, your comment seemed to be missing my point, and to those who didn’t read the article would give the wrong impression that my comment was about grayscale.
The toby fox music (undertale, deltarune) has been making the rounds in that scene as well.
Commercial music is really hard to utilize in this way. ZUN and Fox know the music is special to the fans and that they like to see it in different places, so they put the effort in to accommodate it.
> - Runs at 1 million ticks per second thanks to MCHPRS server - which is 5.8 kHz clock speed
I had to go look into this, because that's shockingly fast. The latest Intel CPUs have a 6.2 GHz clock rate when TVBing, so each Minecraft tick runs in ~1,000 CPU cycles. Each thread handles 65k surface blocks (256x256 plot), so that means each cycle is processing upwards of 10 surface cycles in the most lenient circumstances I can think of.
I went to go look into how on Earth they're doing that with all this Redstone around; there are some docs at [1] if anyone else is curious. It looks like they have some kind of Redstone "compiler" that converts the Redstone blocks into a graph, and execution happens on that graph.
That's crazy impressive. It does make using Minecraft feel a little silly, to me and perhaps only me. They have an input step where they basically parse the map, convert it to a graph that seems to resemble the AST of an LLVM IR, and then execute it. It makes Minecraft feel like a very awkward scripting language to me; why stack 16k Redstone cubes manually just so they can parse it into an IR instead of just scripting generating the IR or something like that?
Minecraft has a unique and diverse community, it's what gives it the staying power
I would imagine they used one of many tools for copy/paste in Minecraft, especially with the repetitive nature of the components.
Mojang (and now Microsoft) have taken ideas from the community to make the game better. It would be interesting if they incorporated the Redpiler idea, because redstone can get laggy
Yeah, I spent some time thinking about and I think my reaction is heavily tinged by my experience, interests, and skills and probably doesn’t extrapolate.
I’m not a visual learner, but many people are, and this is probably a good illustration of a basic PC.
Likewise, editing visual 3D blocks may suit some people better than writing text.
It’s also probably the most fun way to build a CPU for most people. I would imagine writing scripts isn’t as much for people. Especially children, who I suspect might tinker with this for fun and would balk at learning to write Python to emulate a CPU.
I wonder if Redpiler is tied to the “thread per plot” model; it might be. Eg there’s some stuff in that doc about optimizing the size of nodes in the graph so they fit into the CPU cache.
I’m not an expert, but my offhand impression from the docs is that this is all meant to create a fairly small, very high performance world. The main server seems to want the opposite: maintaining acceptable but not necessarily amazing performance across a very large world.
Minecraft is definitely trying to improve performance. The latest update changes some redstone mechanics to make it more consistent, remove some quasi connectivity, and make it easier on the update phase of the game loop
Now if they would just do something about inventory...
One of less often mentioned characteristic trait of Touhou songs including original Bad Apple!![1] is that, at least to me, it more resembles a data bus status display than music; it makes a lot more sense to imagine it as listening to even bits of a 16-bit bus tied to instruments as MS-DOS boots, than music with regular tempo and musical measures. That's to be expected as these songs were created for hardcore PC-88/PC-98 shooter games by the developer of Touhou games all by himself without formal education in musical theory. I think that makes it rather familiar to embedded hardware engineers than most other music.
Another factor is nicovideo.jp / nico-tech community developed from 2ch/futaba culture. Lots of users with way more domain expertise than pay or financial ambitions threw in their skills into remixes for fun(many were STEM students back then). Unidentified FPGA wizards, motor driver experts, video editors, would just come by and drop psychedelic videos. It was absurd. So absurd that Maker Faire Tokyo once put suspected nico-tech dress-shirts into a quarantine zone in a separate venue to save face for ambitious t-shirt webdevs(that was naughty, and lead to creation of nico-tech meetups, and also was never repeated). That absurd content quality-quantity density sure had created inertia for Bad Apple!! PVs.
Undoubtedly one last key element was that the PV was monochromatic(okay, grayscale). That's probably why it wasn't one of other ones from the golden age of nicovideo.jp.
That the video is entirely monochrome while also extremely fluid and intricate makes for an interesting duality when applying it to a technical problem, and that it's also a very pleasing and impressive work of art in of itself, I would think gives it many of the qualities that demosceners in particular appreciate.
8088 Domination used an awful lot of technical tricks to show Bad Apple, Full frame rate, Full screen on a real 8088 Intel Processor, back in 2014. As far as I know, that was the first, most recognized use of Bad Apple as a "demo benchmark" along side Doom as attempting to display it on as much hardware as possible.
https://data-star.dev/examples/bad_apple