** Sega Genesis 3D Engine Update 8 **
Significant improvements all round as you can see and hear from the last update !!
Foremost - A huge thanks to @TonimanGalvez who has joined the project to create a bit of 16bit low poly magic. Toni's an Amiga fan but also crazy about game dev in general, he's worked on GBC, GBA, PC, MD, PSP, C64, CPC, MSX... and others. Gaming titles include War Times, Metal Gear, Rocketman, Tintin & Asterix to name a few.
He's provided the great new ship model you see on screen - new striped buildings, all the backgrounds / palettes etc. There's a lot of models he's given me which need to be added, also he will be planning a lot of the level design. Very happy to have him help me turn this into something more than a tech demo as I have my hands tied pushing the MD as far as it can go haha - there is no cpu cycle to be spared.
Also many thanks to my good friend @laurent_crouzet for the Music for this showing , I wanted to have the music load occurring so we have a realistic benchmark for performance and he was only too obliging. If you're into MD chiptunes check him out !!
Since last update :
New player model , substantially more detailed than the Arwing. Last update had a 23 triangle Arwing , this update has a 39 triangle custom model from Toni. We had several to choose from , others will be used for enemies .
3D Buffer size increased 25% to 256x160. This was quite tricky as I'm close to the DMA limit even with an extended vblank . Spent a few days thinking of how to do this as like anything retro every solution has a drawback, finally got a workable solution. It makes a big difference to have a bit more vertical height .
Z Rotation added ( the screen tilting left to right ) , small hit to vertex transform on cpu thanks to look up tables doing the heavy lifting, saving 4 multiplies per vertex.
Multiple speed ups in rendering code. Onscreen paths with no range checking used until Z is close enough to cause clipping , partial onscreen drawing pathes that need to check boundaries, quad rendering completely rewritten - was very very painfull to get right . I found out the hard way that things are great when they are not rotating in the Z axis haha .
Partial buffer draw optimisations - which have helped with the massive dma load , sending up to a 20kb buffer in a single frame needs a lot of optimisation. Min / Max tile lines are analysed and only sent if dirtied , reducing most buffer swaps substantially. Still some issues to sort out , at times you can see the flicker near top of screen when frames are near full height . I need to optimise that a bit.
Due to the onscreen buffer system a full Sprite background had to be implemented almost Neo Geo style. This flips the usual MD rendering system on its head as it uses both foreground and background layers for a foreground 3d plane and sprites for the background. This presents a few issues, one is to get a tilt effect on the background by using narrow sprites (16x32) we run out of sprites when trying to cover the screen. Thankfully the MD is not limited to 80 sprites, to fix this a 114 sprite multiplexor is used to draw the background, its completely made up of 16x32 sprites !
Why do things this way ? speed . Its the interleaved foreground/background layers that allow a double buffered ram system writing to write to vram using dma in a completely linear fashion - virtually no tile translation needed. The negative is you have no planes for the background, that's where the sprites come in . Thanks to H40 mode we still have a few sprites we can use for effects in the forground also . Thankfully we can implement a fairly good tilt still for the background using sprites, in future updates this will be able to move horizontally also and a bit of vertical movement.
XGM1 music driver in use to simulate music cpu load, XGM2 unfortunately with the massive DMA needed to shift the 3d buffers would slow down at times rendering it unusable, XGM1 plays at full speed - albiet with a bit more of a cpu hit.
Together with the sprite multiplexor and the music driver active theres a 10 % hit to cpu so I've had to play around with draw distances / object heights and other optimisations to offset that. Not to mention the larger buffer takes more cpu to fill also.
Everything is placeholder so will be changed with proper stage design. We are averaging 20 FPS in the current video, I'll push for more as always !!
Progress continues on my other projects , updates soon on those - retirement can't come quick enough .
#SGDK #SegaGenesis #SegaMegadrive
** Sega Genesis 3D Engine Day 3 **
Blast Processing kicks In !!
Converted the Line Drawing and Triangle drawing to 68k Assembly and gained 25% in the line drawing and 33% speedups in the triangle drawing vs C ( so far ) .
The scheduler calculating the vertexs is still in C , just the drawing routines are now are in assembly . Possibly 5-10 % gains will come from the scheduler being in ASM also.
The Line and Triangle drawing C code took some beating , it was surprising - particularly the line drawing to get a speed up over the C code in ASM.
I guess its not too surprising as the C code was basically handling pointers and integers so I had to get exotic to find the speedups.
Initially my ASM Line draw was 100% slower than the C code - the first pass conversion from C to ASM is always rough as its more about getting it working then refine later , but yeah 100% slower on first pass was brutal, after 4 hrs tweaking it was 25% faster than the C code so thats a good start - might get more yet.
So added more squares and more triangles for load testing at the same frame rate.
Its still not anything cohesive but right now focussing on performance in rendering to see how much can be pushed. As rendering will be the biggest cpu soak the faster that goes the better.
The smaller triangles take about 1/3 the CPU time of the larger triangles at present so theres definately a fill rate limit vs the setup time to consider. The same would go for the squares been line framed - smaller ones would allow al lot more .
#SGDK #SegaGenesis #SegaMegadrive
Esse é o caminho da normalização do FIM DO DINHEIRO FÍSICO que chamam de “teoria da conspiração” ou dizem que “não vai acontecer”.
No plano do DREX não vem escrito “vamos acabar com o dinheiro físico” assim como não vem escrito “queremos controlar e taxar cada passo da sua movimentação financeira” e muito menos nos explicam sobre o problema da programabilidade (que decide o que comprar, onde e até prazo de validade).
Mas isso tudo é sim uma tendência global.
Quem controla o dinheiro controla o resto.
Existem projetos de lei na Câmara para a extinção do papel moeda e em contra ponto a isso apresentamos o 3341/2024 que PROÍBE a extinção do dinheiro físico e também evita a imposição de uma moeda digital como meio único.
Today, we release LFM2.5-350M. Agentic loops at 350M parameters.
A 350M model trained for reliable data extraction and tool use, where models at this scale typically struggle.
<500MB when quantized, built for environments where compute, memory, and latency are constrained.
🧵
SORTEIO - LANÇAMENTO
Crimson Desert
🔰Regras
- Dê RT nesse post e me siga
- Comente a plataforma que quer o game!
- Ative as notificações do perfil, jogo só pra steam!
Resultado esse sábado dia 21!
Brasil é autossuficiente em TUDO mas não tem infraestrutura pra agregar valor em PORR@ nenhuma.
Temos a segunda maior reserva de minerais raros. Estamos explorando? Reserva de petróleo pra sustentar o país em tudo e ainda exportar. Estamos refinando? Segunda maior produção de minério do mundo, lanterna em beneficiamento.
Por que? ROUBO PRA KRALHO.
Do político ao empresário capa da Forbes que escreve livro motivacional. Só BANDIDO!
Acabamos de aprovar na Câmara a urgência do projeto que atualiza o MEI, ampliando o limite de faturamento de R$ 81 mil para R$ 130 mil e permitindo até 2 funcionários por empresa.
Na prática? Mais liberdade para crescer, gerar empregos e sair da informalidade sem ser sufocado pela burocracia.
Um passo importante para quem empreende e move a economia real do Brasil.
"Wait, WTF is this," you ask? Oh, nothing much... Just "The Tomb of Raithwall" from Final Fantasy 12... RUNNING ON AN ACTUAL FREAKING SEGA DREAMCAST!!!
Mad modder Esppiral has cooked us up another round of epic console blasphemy with this one, this time teaming up with DC homebrew scene veteran, PH3NOM, who was also one of my partners in crime on our Grand Theft Auto 3 and Vice City ports to the Sega Dreamcast.
Anyway, Esppiral has managed to warez this iconic scene from the big bad PS2 for our little white box of dreams by leveraging PH3NOM's new engine, the aptly named "Dreamcast Engine."
I've been watching those two cook up crazy new scenes and push the DC to new levels for most of the week in our Discord server, so be sure to tune in to the two of them for updates!
Follow PH3NOM for more updates on the engine and his science experiments with new rendering techniques using the DC's PowerVR GPU here:
https://t.co/Qu6vd7vnH8
Follow Esppiral for more blasphemous experiments with bringing iconic scenes from other platforms to the DC here:
https://t.co/jpUUkv86YB
@lisboas_lucas Isso é sacanagem da capcom, pega o resident 2 remake e coloca em uma cena parecida e olha a iluminação. Tão jogando tudo no rt pra não terem qualquer trabalho.