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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 görüntüleme • 2 yıl önce •via X (Twitter)

11 Yorum

Steampunk profil fotoğrafı
Steampunk2 yıl önce

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?

A Flock of Meese profil fotoğrafı
A Flock of Meese2 yıl önce

Ambient occlusion is handled with vertex colors.

Byte Wise profil fotoğrafı
Byte Wise2 yıl önce

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

A Flock of Meese profil fotoğrafı
A Flock of Meese2 yıl önce

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

Melody profil fotoğrafı
Melody2 yıl önce

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)

Pablo M. profil fotoğrafı
Pablo M.2 yıl önce

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?

A Flock of Meese profil fotoğrafı
A Flock of Meese2 yıl önce

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

SlingerGames profil fotoğrafı
SlingerGames2 yıl önce

This continues to impress! Amazing stuff!

thecraftsgt profil fotoğrafı
thecraftsgt2 yıl önce

Man this runs better than my settup 😮

Pixel Art profil fotoğrafı
Pixel Art2 yıl önce

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

A Flock of Meese profil fotoğrafı
A Flock of Meese2 yıl önce

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

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