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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... show more
23,084 views • 1 year ago •via X (Twitter)
11 Comments

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?

Ambient occlusion is handled with vertex colors.

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

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

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)

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?

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

This continues to impress! Amazing stuff!

Man this runs better than my settup 😮

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

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