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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 просмотров • 1 год назад •via X (Twitter)

Комментарии: 10

Фото профиля Zsewq The Wolf
Zsewq The Wolf1 год назад

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.

Фото профиля A Flock of Meese
A Flock of Meese1 год назад

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.

Фото профиля Luna 🦊🇩🇰 (@lunafoxgirlvt.foxgirls.gay)
Luna 🦊🇩🇰 (@lunafoxgirlvt.foxgirls.gay)1 год назад

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.

Фото профиля A Flock of Meese
A Flock of Meese1 год назад

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

Фото профиля 💜🎃 Mr. Dawn 🎃💜
💜🎃 Mr. Dawn 🎃💜1 год назад

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

Фото профиля A Flock of Meese
A Flock of Meese1 год назад

Fog

Фото профиля started
started1 год назад

oh neat, anamorphic widescreen too?

Фото профиля A Flock of Meese
A Flock of Meese1 год назад

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

Фото профиля Cereal
Cereal1 год назад

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

Фото профиля A Flock of Meese
A Flock of Meese1 год назад

KallistiOS

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