Working professionally in the game industry since the late 80s. with UE5 currently.
Ex C.O.D. developer.
#C64 #NES #SNES #MEGADRIVE #AMIGA
https://monstersgoboom.itch.io/
I minimized the VRAM usage quite a bit, and made it draw 8x8x8 grid because why not ?
art from scrabling.itch.io/pixel-isomet...
I minimized the VRAM usage quite a bit, and made it draw 8x8x8 grid because why not ?
art from scrabling.itch.io/pixel-isomet...
data optimizations mean I can "just" render 3 scenes from #crocotile3D at 60fps, this is without object culling so it's still trying to render each face.
data optimizations mean I can "just" render 3 scenes from #crocotile3D at 60fps, this is without object culling so it's still trying to render each face.
Quadifer mostly works.
finds a triangle pairs with matching edges, the perf boost is quite a bit.
Now I'm detecting if a face has a solid colour and marking it as Flat vs Gouraud, faster to draw those.
I also added rudimentary sprites too :)
Quadifer mostly works.
finds a triangle pairs with matching edges, the perf boost is quite a bit.
Now I'm detecting if a face has a solid colour and marking it as Flat vs Gouraud, faster to draw those.
I also added rudimentary sprites too :)
using the example scene from Crocotile3D and baking the lighting. converted GLTF to my format and got this loading and displaying on #PSX after a few hours of coding this morning.
takes me back :) I would have killed for PCSX-redux back in the day.
Bloom
SSAO
Bone Animation via Textures
Fast Soft Billboards.
Quake 2 and Killzone data for testing only.
Bloom
SSAO
Bone Animation via Textures
Fast Soft Billboards.
Quake 2 and Killzone data for testing only.