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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 次观看 • 1 年前 •via X (Twitter)

10 条评论

Zsewq The Wolf 的头像
Zsewq The Wolf1 年前

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 的头像
A Flock of Meese1 年前

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) 的头像
Luna 🦊🇩🇰 (@lunafoxgirlvt.foxgirls.gay)1 年前

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 的头像
A Flock of Meese1 年前

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

💜🎃 Mr. Dawn 🎃💜 的头像
💜🎃 Mr. Dawn 🎃💜1 年前

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

A Flock of Meese 的头像
A Flock of Meese1 年前

Fog

started 的头像
started1 年前

oh neat, anamorphic widescreen too?

A Flock of Meese 的头像
A Flock of Meese1 年前

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

Cereal 的头像
Cereal1 年前

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

A Flock of Meese 的头像
A Flock of Meese1 年前

KallistiOS

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