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I've been mostly working on the internal systems lately for my #Dreamcast engine. The PC port gave me the debugging tools I needed to improve complex systems like the memory manager. • Audio is now working on the Dreamcast version • The renderer runs 20% faster on the Dreamcast...

294,839 views • 1 year ago •via X (Twitter)

10 Comments

Zsewq The Wolf's profile picture
Zsewq The Wolf1 year ago

I like to ask but once it’s all done the engine can be used to make other kind of 3d games right? If so then Dreamcast is going to get new homebrew games for sure.

A Flock of Meese's profile picture
A Flock of Meese1 year ago

This engine is made just for block games, so it can only be used for that. If the game is successful after release, I'll consider developing a plugin API.

Luna 🦊🇩🇰 (@lunafoxgirlvt.foxgirls.gay)'s profile picture
Luna 🦊🇩🇰 (@lunafoxgirlvt.foxgirls.gay)1 year ago

I see that the hotbar is being rendered behind the transparency drawlist. Would be drawing the UI in a secondary pass be too demanding? I know the PVR implementation in KallistOS needs a lot of work though.

A Flock of Meese's profile picture
A Flock of Meese1 year ago

I could just draw entire UI in the transparency draw list. It's probably cheap enough to render.

💜🎃 Mr. Dawn 🎃💜's profile picture
💜🎃 Mr. Dawn 🎃💜1 year ago

What are you doing for shadows/lighting that gives it this blue glow aura?

A Flock of Meese's profile picture
A Flock of Meese1 year ago

Fog

started's profile picture
started1 year ago

oh neat, anamorphic widescreen too?

A Flock of Meese's profile picture
A Flock of Meese1 year ago

Yes. If I could find a widescreen VGA capture card, I would showcase anamorphic widescreen.

Cereal's profile picture
Cereal1 year ago

Genuinely curious are you using something like KallistOS for this or something else?

A Flock of Meese's profile picture
A Flock of Meese1 year ago

KallistiOS

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