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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...

23,084 görüntüleme • 1 yıl önce •via X (Twitter)

11 Yorum

Steampunk profil fotoğrafı
Steampunk1 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 Meese1 yıl önce

Ambient occlusion is handled with vertex colors.

Byte Wise profil fotoğrafı
Byte Wise1 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 Meese1 yıl önce

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

Melody profil fotoğrafı
Melody1 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.1 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 Meese1 yıl önce

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

SlingerGames profil fotoğrafı
SlingerGames1 yıl önce

This continues to impress! Amazing stuff!

thecraftsgt profil fotoğrafı
thecraftsgt1 yıl önce

Man this runs better than my settup 😮

Pixel Art profil fotoğrafı
Pixel Art1 yıl önce

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

A Flock of Meese profil fotoğrafı
A Flock of Meese1 yıl önce

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

Benzer Videolar

Actual hardware capture of the latest build of jnmartin's #Doom 64 port to the Sega #Dreamcast, which has now become the definitive, prettiest way to enjoy the title, with its dynamic lighting and bump mapping. SO MUCH NEW SHIT TO TALK ABOUT: First of all, this is the very first game to utilize the brand new "hybrid" vertex submission mechanism we just added to KallistiOS. It was a long, cruel week to get all of the issues there sorted out, but they have been, and it has further boosted the game's performance while under load and is now something the rest of the DC community can utilize in their homebrew. This scene in particular used to lag using the traditional, DMA-based vertex submission mechanism with all of the lights and its higher geometric complexity, but notice it's not even dropping a frame now! Next, support for the Dreamcast's MOUSE and KEYBOARD have been added. These controls play EXTREMELY well and feel like a very smooth, natural way to play the game, if you want the Steam/PC control scheme. Finally... if there is any doubt as to whether the Dreamcast version is actually the definitive way to the play the game, jnmartin now allows you to export the assets from the (LEGALLY PURCHASED, DAMNIT!!!) Steam version, and import them into the Dreamcast version, where you can enjoy the extra bonus levels and campaign with the new and improved graphics! THIS IS NOW PUBLICLY AVAILABLE! The project repository, along with the README with build instructions can be found here: #gamedev #retrogaming #n64

Falco Girgis

39,712 görüntüleme • 1 yıl önce