@EliasDaler this is why i haven't bothered to get better cables than composite yet tbh, i love the aesthetic despite how relatively poor it looks compared to something like scart or rgb, also love how you're using these quick pics i took hehe
New heights of lighting effects have been achieved in my PS1 game! 😻
(P.S. I stole this effect from Ridge Racer 4, it's basically just a bunch of Gouraud shaded triangles!)
👀Check out our latest blog post by @EmilioLaiso and @R__Winther at Traverse Research, exploring our approach to real-time volumetric rendering with Breda. ⛅ We'll go over the fundamentals of the data structure, sampling and rendering techniques ☁️ https://t.co/ItVDwUJpsi
I implemented visibility list based occlusion culling into my PS1 project. This way, occluded submeshes will be culled, resulting in better performance. Each level section has a list of sections that are visible when you're inside it, which is precalculated using a custom tool.
PS1 project update: Improved the renderer, made my own MIDI engine, fixed the collision and player movement, and added profiling info in the top left. One issue now is that the music speed is framerate dependent. Very happy with my progress! #PS1#homebrew
I am a
⚪ project manager
🔘 game developer
⚪ web developer
I use git for
⚪ version control
⚪ organization
⚪ cloud backup
🔘 remembering what the heck I just did