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Best way to convert Ekko's neutral hits using an assist that keeps them grounded Grounded hitstun scaling and air hitstun scaling are different! Maximize hits before launching #2XKO_EKKO

12,154 次观看 • 10 个月前 •via X (Twitter)

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hockeystick moments are the biggest opportunity of your career. It's exciting and kinda scary. Everything changes! I wrote Scaling Fast: Software Engineering Through the Hockeystick as your guide. 16 years of startup experience condensed into 240 pages Scaling Fast is based on startup war stories, academic research papers, talking to my mentors, and reading industry insights. It shows you what it takes to survive and thrive through the hockeystick. You'll learn about scaling teams and scaling code, how they influence each other, and why none of it matters if the business is bad. Scaling Fast: Software Engineering Through the Hockeystick is organized in 3 sections: - Scaling the Business - Scaling the Team - Scaling the Tech The business part, that's to help you evaluate the companies you join, this isn't a business book. The team part, that's key to shaping your everyday. We talk about delegating decisions, empowering engineers, working smooth instead of fast, finishing things all the way to done, good code review culture, and shipping incrementally without risky big bang releases. The tech part, that's my favorite. We talk about good abstractions, architectural complexity, observing your systems break, making steady improvements to your code without huge refactoring sprints, why tests don't solve everything, what's even worth testing, how your team structure impacts what you can do with the code, and why solving today's problem is more important than building for an imagined future. None of it is about numerical scaling [name|]. That's easy in 2025. Computers are fast. The challenge is building complex systems that don't fit in any one person's brain without breaking the business. oftware engineering when your whole company changes every 6 months is the fun part of this gig. And that's what Scaling Fast is about. 👉

Swizec Teller

56,515 次观看 • 7 个月前

** MEGA Parodius Scaling Effects Part 1 ** One of the big challenges with the Parodius Megadrive port is Stage 8's boss - The puffer-fish *Pooyan* with his full screen scaling effect. The goal is to be very close to the arcade (with extras on top ) so I thought lets tackle it head on to see how close we can get. I was also keen to jump into another scaling code rabit hole haha. Pyron pulled out all the stops and got me the source frames and reworked the BG tiles for this test - a big thankyou to him , Vector Orbitex is busy working on Stage 2 tracks so the team is working hard all round on this port. The MD has no sprite / background GFX scaling hardware , however the VDPs Vertical scroll can be updated per scanline to help vertical scaling on backgrounds, but there is a cpu cost to manage all the interupts so thats not free either. With the Horizontal scaling there is no help at all , apart from a semi-friendly packed pixel format for the cpu to work with, its not quite chunky format but better than planar format still for scaling. So its falls back to the 68k CPU to do all of the horizontal expansion which is the largest cpu cost. Basically drawing strips of either 1x, 2x, 3x or 4x wide columns at speed. So we are one week into this Boss's routine and you can see from the below video the horizontal scaling is implented ( vertical will be in the next update ) . We are scaling from 1x to 4x in the video below in 74 steps for testing . The column distributions are always a bit painfull to do - thankfully they are all worked out now. This is the third scaler I have built and the goal was with this one to make it really flexible for use in other projects also, sometimes when you optimise something to the last degree all the flexibility gets taken out of it. Currenty scaling at 12-25 FPS update here, I had some rules against some optimisations which I would use and some I wouldn't , thankfully we are a bit ahead of the Arcades animation frame rate here still and I may yet find optimisations that fit within the scope. We have vertical scaling and sprite spikes to add yet so Im hoping i can find a few more optimisations to offset things when they are implemented also. In a scale frame update we are processing close to 42000 pixels in ram before using DMA to send to VRAM . Using a 41x16 (656 tile scale buffer) - single buffered for now due to its size in VRAM. So thats nearly 21k in tiles ! I had to re-organise ram a bit to support a buffer of that size for the stage. The scaling function is written in 68k assembly , with a little C code handling the Vertical interupt code ( so the game logic can actually run & DMA updates etc ) . The DMA routines are in assembly also and customised for large chunk size ( big blocks of tiles ) which suits the scaler. I had some race conditions to sort out where the cpu was faster than DMA (sending tiles from RAM to VRAM ) and in some cases where it wasn't so it had to be balanced. We may be able to add more detail into the top and bottom of the background yet but its low priority for now until all the other bits are in !! #SGDK #SegaMegadrive #Genesis #Parodius

Shannon Birt

25,545 次观看 • 5 个月前