#gta3

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Just woke my sorry ass up from a code-induced coma after spending the night optimizing the rendering for #GTA3 on the Sega #Dreamcast... still have a SHITTON more code to go through, but the results are looking fantastic! Here's the second half of the opening intro! A bunch of the special effects such as screen-space bloom, spot-lights, fog, and rain have made their way onto the DC, and while it looks like there are a few graphical glitches here and there, the aesthetic of the original game is starting to be realized without impacting performance too much! I need to go approve a few PRs into the KallistiOS repository to buy us a few more KB of RAM back to ensure that a 16MB stock DC can make it this far into the intro cutscene without running out of memory, though, along with giving us the space to enable these -O3 optimizations on all builds, as they're currently an optional build flag only enabled when targeting units with the 32MB RAM expansion. Right now 16MB builds are currently only optimized at -O2, which yields a drop of maybe 3-5 FPS or so. ON IT! The rendering glitches with the spotlights are almost certainly textbook graphics pipeline state change leaks (common especially with OpenGL-style APIs which manipulate global static state), and will just take a little more sleuthing to resolve. Finally, there is still a SHITLOAD of room left for increased performance on the rendering side... I will be continuing my work there, Jaxyn will be implementing the final portion of the near-plane clipping algorithm, and our fearless leader, Stefanos Kornilios Mitsis Poiitidis will be tackling everyone's favorite thing to ask about: audio. Thank you all so much for your continued support and for proving that, despite what you may have been told, the Sega Dreamcast is still alive and kicking! ...and maybe, just maybe, the narrative you've all been fed (and many of you are still parroting) about the DC not being able to handle this game was fake news. ;) #gamedev #retrogaming #indiegame

Falco Girgis

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