I realised a very efficient and minimal way to do tile-based shadow-casting (in C) that's completely software rendered - not using the GPU at all.
this draws in <1ms
I realised a very efficient and minimal way to do tile-based shadow-casting (in C) that's completely software rendered - not using the GPU at all.
this draws in <1ms
PEP: Prediction-Encoded Pixels
This format is able to compress images (up to 256 colors) smaller than GIF, PNG, QOI, BMP, in almost all cases.
A lot of passion and research (and fixation) has gone into this:
>> github.com/ENDESGA/PEP <<
PEP: Prediction-Encoded Pixels
This format is able to compress images (up to 256 colors) smaller than GIF, PNG, QOI, BMP, in almost all cases.
A lot of passion and research (and fixation) has gone into this:
>> github.com/ENDESGA/PEP <<
last night I finally realized the final piece to make it work...
it's Python-like, via a macro-abstraction.
last night I finally realized the final piece to make it work...
it's Python-like, via a macro-abstraction.
( water colour and pencil, 2 hours )
( water colour and pencil, 2 hours )
+ Added Next/Previous links
+ Included interactive Shadertoy for motormath.xyz
+ Fixed motors rotating incorrectly, which lead to:
+ Observers now align to being an inverted motor!
All code is CC0, free, and also accessible on your mobile!
+ Added Next/Previous links
+ Included interactive Shadertoy for motormath.xyz
+ Fixed motors rotating incorrectly, which lead to:
+ Observers now align to being an inverted motor!
All code is CC0, free, and also accessible on your mobile!
the computer never makes errors, it is doing exact what you told it to do.
the computer never makes errors, it is doing exact what you told it to do.
a suite of concise explanations and examples covering vectors, rotors, and other things in 3D reality:
- vectormath.xyz
- rotormath.xyz
- motormath.xyz
- projectionmath.xyz
rotors in action:
www.shadertoy.com/view/M3jBDW
a suite of concise explanations and examples covering vectors, rotors, and other things in 3D reality:
- vectormath.xyz
- rotormath.xyz
- motormath.xyz
- projectionmath.xyz
rotors in action:
www.shadertoy.com/view/M3jBDW
give it a play, and support game preservation!
store.steampowered.com/app/1733170/...
give it a play, and support game preservation!
store.steampowered.com/app/1733170/...
crazy how much I've improved over the decade...
crazy how much I've improved over the decade...
main thread rendering at about 800fps,
second thread (the one that does all the collisions, bucketing, and motion) at 120fps.
the idea is that you'll never actually need to have this many entities at once, but hept can at least handle it well~
main thread rendering at about 800fps,
second thread (the one that does all the collisions, bucketing, and motion) at 120fps.
the idea is that you'll never actually need to have this many entities at once, but hept can at least handle it well~
1000 dynamic lights at 3300fps
1000 dynamic lights at 3300fps