Top Tweets for #Retroquad
#Retroquad's higher-res (8x8=64 levels) soft-depth dithering in comparison to the previous (4x4=16 levels) soft-depth dithering on liquids. It's a thing of beauty.
https://t.co/mMdRzVEiFp

This is how massively optimized the scrolling skies rasterizer is in the #Retroquad engine now.
It's almost as fast as a flat color, despite having two dome projections with perspective correction, HD textures, texture frame interpolation, color blending and horizon fading.

Interesting. By updating the BIOS and manually configuring the CPU and RAM speeds to their upper limits (without overclocking), the #Retroquad engine can run near 60fps at full HD despite the HD HUD still being very slow to render due to being unoptimized.

Here's a video recorded today in response to the FUD that some people in the Quake community makes against the #Retroquad engine.
YouTube's autodubbing is a bit botched in this video, but the subtitles works well.
https://t.co/4FAmx77nDA
Here's a video of the #Retroquad engine running at 50fps with everything enabled, and at 63fps without MD5 models & HD textures.
The video is in 4K but the engine is actually running at 1080p.
https://t.co/WZGeUNPU56
The #Retroquad engine finally achieved the pinnacle of transparencies in 8-bit indexed color software rendering. The color distortions in dark spots and multi-layered transparencies are fixed, and the final result looks closer to hardware rendering.

I managed to improve transparencies in the #Retroquad engine even more.
Now the distorted color banding on the wall near the weapon icons is gone.

I managed to improve transparencies in the #Retroquad engine even more.
Now the distorted color banding on the wall near the weapon icons is gone.


Beaten this map in September and forgot to post about it. Life has been busy.
#Retroquad

Ha, I loved this thumbnail!
Map-Center Quake Retrojam 2: Cavern of Lost Souls, by IcoShee.
Running in the #Retroquad game engine, version 0.23.0
https://t.co/owlUzS1Voh
https://t.co/zuhIKuIpSA
Implemented qc gamecode to make dead scrags rotate while falling, and now they also bounce (only once) when falling from high heights.
And implemented in the #Retroquad engine physics a feature inspired by the Saturn version of Quake: Now the player automatically stays afloat when their eyes are above the water (there's no need to hold the jump button anymore).
While afloat you can move not only to the left, right and forward, but you can also move backwards without getting submerged. To get submerged again you can either press the jump button, or move forward while looking down.
Since this is an engine feature, it automatically works with any qc gamecode mods.
Anisotropic texturemapping looks good enough in the #Retroquad engine now.
The new version will be released soon.
#screenshotsaturday

The BSP outline rasterizer in the #Retroquad engine was completely overhauled, and now it properly supports diagonal lines and interlacing.

Alright, here's volumetric fog for liquid volumes in the #Retroquad engine.
The purpose of this effect is to allow the underwater fog to be also visible from the outside of liquids.
Visually, the results aren't as good as I expected, but in conjunction with blurrier underwater surfaces, it does indeed help to give a good impression of turbidity to liquids.
However, right now the performance is really bad, so I'm not sure if I'll keep it.

Now the sprites also supports 64 levels of soft-depth dithering in the #Retroquad engine.
The dithering kernel still needs some improvement, but the next version will be released soon anyway.
These screenshots are zoomed in.
#screenshotsaturday

The kernel matrix still needs some work, but #Retroquad now supports 64 levels of dithering on soft-depth rigid surfaces too.


Swimming in acid in the #Retroquad engine.
With and without the underwater fog and extra underwater blurriness. Those effects really improves the experience, giving turbidity to the liquids.

Swimming in acid in the #Retroquad engine.
With and without the underwater fog and extra underwater blurriness. Those effects really improves the experience, giving turbidity to the liquids.

Now the fog also uses the higher-res dithering kernel in the #Retroquad engine. Really smooth results.

Now the fog also uses the higher-res dithering kernel in the #Retroquad engine. Really smooth results.

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