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Proof of a time traveller?

⁨23⁩ ⁨likes⁩

Submitted ⁨⁨3⁩ ⁨days⁩ ago⁩ by ⁨Alpha71@lemmy.world⁩ to ⁨videos@lemmy.world⁩

https://i.imgur.com/Y2facpz.mp4

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Comments

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  • kokesh@lemmy.world ⁨3⁩ ⁨days⁩ ago

    I hate these videos with some dude yelling somewhere in the corner.

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  • Peppycito@sh.itjust.works ⁨3⁩ ⁨days⁩ ago

    This guy doesn’t talk fast enough and the editing is too slow to hold my attention. Sorry, didn’t watch.

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    • s@piefed.world ⁨3⁩ ⁨days⁩ ago

      0/10 no Subway Surfers underneath the video

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    • PlantJam@lemmy.world ⁨3⁩ ⁨days⁩ ago

      They really should have only shown a single word at a time in the captions instead of four words and changing which one is highlighted every three frames.

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    • VerilyFemme@lemmy.blahaj.zone ⁨3⁩ ⁨days⁩ ago

      and where are the Family Guy clips?

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  • Labna@lemmy.world ⁨3⁩ ⁨days⁩ ago

    Go check other paintings from the artist

    alexcolville.ca/gallery/

    And check the wiki page

    What describe the video is just a style and painting technic. There is no “future vision” in this works.

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    • insomniac_lemon@lemmy.cafe ⁨2⁩ ⁨days⁩ ago

      Even if it were, I’d be inclined to say they’d also have to be from a different timeline where NURBS became normally-used tech early-on with games rather than polygonal meshes (and there must be something wrong with our timeline now considering live-rendered Bézier curves isn’t really commonplace for 2D after the suffocation of Flash).

      And yes, I know part of the feel is likely just mathematical concepts that has a lot of overlap with 3D rendering. Meticulous measurements, perspective, perhaps underlying math used for shading.

      That said, I believe there a few other major reasons for the feel:

      1. Common lack of shadows (object-to-world) despite well defined shading, resembles early/stylized rendering
      2. Relatively smooth/consistent organic silhouettes, with said defined shading (applying to color/surface as well) mimicking a bitmap surface (for example with Dog and bridge, the fur is much more visible in the torso area)
      3. Some of the rendering choices seem to be stylized simplifications, like the binocular lenses

      I suspect some of these would map really well to 3D (like via point cloud). Though I could also see the feel not being quite the same in-person (or even with a higer-res, non-JPEG image). And some of their art definitely does feel more like other more traditional art.

      This feel might not even be most of their work, it might just be some sort of uncanny valley (but in a good way) where their techniques lined up perfectly.

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    • Midnight1938@reddthat.com ⁨3⁩ ⁨days⁩ ago

      Isnt this that one analog horror game where the sun is a deadly laser

      alexcolville.ca/…/alex_colville_2000_studio/

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  • HeyJoe@lemmy.world ⁨3⁩ ⁨days⁩ ago

    Dog pic reminds me of Fallout 3.

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    • psx_crab@lemmy.zip ⁨3⁩ ⁨days⁩ ago

      GTA San Andreas for me

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  • LodeMike@lemmy.today ⁨2⁩ ⁨days⁩ ago

    No

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