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More internal optimizations on my #Dreamcast and #Gamecube game engine: • 2D Perlin noise generation is now 67% faster (59 cycles per sample) • 3D Perlin noise generation is now 40% faster (97 cycles per sample) • Further optimized worst-case heap allocations, bringing the total improvement to 40x since...

23,329 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 11

Фото профиля Steampunk
Steampunk2 лет назад

How exactly is the "ambient occlusion" handled in this engine? does it intelligently swap out textures based on surrounding blocks? it's so clean it almost looks per pixel but I imagine you don't have the overhead to do that in software, right?

Фото профиля A Flock of Meese
A Flock of Meese2 лет назад

Ambient occlusion is handled with vertex colors.

Фото профиля Byte Wise
Byte Wise2 лет назад

Is this fucking Minecraft on GameCube? You're a mad man, I love it

Фото профиля A Flock of Meese
A Flock of Meese2 лет назад

This is the Dreamcast version. Here’s how it looks on the GameCube:

Фото профиля Melody
Melody2 лет назад

2 questions Do you plan to add like greedy meshing or smth if u havent And are you changing the color of the sides of grass (Im also making a mc clone in turbowarp :3)

Фото профиля Pablo M.
Pablo M.2 лет назад

I love your work. Little by little you are pushing the Dreamcast capabilities to the limit. How many polygons do you reach in this post?

Фото профиля A Flock of Meese
A Flock of Meese2 лет назад

130,000 vertices, right up to the VRAM limit.

Фото профиля SlingerGames
SlingerGames2 лет назад

This continues to impress! Amazing stuff!

Фото профиля thecraftsgt
thecraftsgt2 лет назад

Man this runs better than my settup 😮

Фото профиля Pixel Art
Pixel Art2 лет назад

Is this video on DC or GC? Either way, it's impressive.

Фото профиля A Flock of Meese
A Flock of Meese2 лет назад

This video is on Dreamcast. Here's how it looks ont he Gamecube:

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