## 1. Your prompt, rewritten > "Animate my attached bot (a white sphere with two slanted black capsule eyes) using as many FX (effects) techniques as possible. Draw from early gaming through modern real-time 3D, film, video and painting. Think like an animator, director, game developer and fine artist. First give me the full catalog, ordered by sequence. Then build one bot at a time as a live, interactive demo. Keep the character consistent across all demos. Pause after each one. Flag any technique that needs an external API before you use it."
## 2. What option 11 shows
- **The bot is built from an icosahedron,** a 20-faced solid. Each step on the slider splits every face into 4: 20 → 80 → 320 → 1,280 faces.
- **Flat facets vs smooth:**
- Flat lights each face as one colour, so you see every fold.
- Smooth blends light across the corners.
- At 80 faces, smooth shading already fakes a round ball. Only the outline still gives away the facets.
- **Most of the world has no textures.** Trees, rocks and mountains are coloured per corner (vertex colours). That kept the tiny texture memory free for the grass.
- **The grass texture is only 16×16 pixels.** Switch filters to see what hardware did with so little:
| Filter | Look |
|---|---|
| Nearest | Crisp, blocky squares (PS1 style) |
| 3-point (N64) | Soft, with faint diagonal seams, blending 3 texels instead of 4 |
| Bilinear | Smooth blur, the modern default |
## 3. Less obvious details
- **3-point filtering is a real N64 quirk.** It split each texel square into two triangles and blended 3 corners, saving hardware. Look closely at the grass checker edges: the blur has a diagonal bias.
- **Texture memory was 4 KB.** A 32×32 texture in full colour nearly filled it. That's why N64 games were famously blurry and leaned on vertex colours.
- **"Video blur" imitates the output stage.** The console softened each line horizontally before sending it to the TV. It smoothed jaggies and looked like a smudge.
- **The eyes are decals.** Flat black shapes sit just above the facets, re-fitted to whatever facet they cross. At 20 faces you can see them bend over the sharp ridges.
- **Fog was everywhere on the N64.** It hid the short draw distance. Untick it and the mountain ring pops out as hard, flat cut-outs.
- **The waddle and somersault** borrow 3D platformer body language: side-to-side roll while hopping, plus a full flip on a higher arc.
## Examples
**Icosphere subdivision**
```
level 0: 20 faces level 1: each face → 4
▲ ▲
╱ ╲ ╱▼╲
╱ ╲ → ╱▲─▲╲
▔▔▔▔▔▔▔ ▔▔▔▔▔▔▔
new corners pushed out to the sphere → rounder each step
```
**3-point vs bilinear**
```
bilinear: blend all 4 3-point: pick a triangle, blend 3
A ─── B A ─── B
│ ● │ weights A,B,C,D │ ● ╱ │ if fx+fy<1: A,B,C
C ─── D C ╱── D else: D,B,C
```
**N64 vs PS1 at a glance**
```
PS1 N64
depth buffer no (sorting) yes
textures affine, sharp perspective-correct, filtered
texture memory ~1 MB VRAM 4 KB TMEM
common look wobbly, crisp stable, soft, foggy
```
Stack mention: option 11 does not name an implementation (SVG, canvas, three.js, etc.) in the original Claude writeup.
C. 32-bit / retro 3D