thank you very gay, i mean much
@enikofox.com
I make gay video games @kitsunegames.bsky.social with @nj0rd.bsky.social. Kitsune Tails, Super Bernie World, MidBoss dev. Mask wearer. Programming language development enthusiast Follow me on Mastodon @eniko@mastodon.gamedev.place She/her
thank you very gay, i mean much
it's international woman's day and i am a very international woman so please buy my gay jumping game so i can pay rent thank you
I hope you enjoy it ๐
๐
you can enjoy the game without being or becoming gay
it's international woman's day and i am a very international woman so please buy my gay jumping game so i can pay rent thank you
Does anyone happen to know if a 2 or 2.5kg chicken would fit in a 5L Ikea Vardagen dutch oven?
we're currently in the process of working on them. we had several setbacks getting the game to consoles which greatly delayed the process
:D
thank you ๐
we're working on it :D
oh noooo i fucked up the pixel counting D: here's the fixed benchmarks
gouraud:
Pixels/onscreen triangle: 438
Triangles/sec (onscreen only): 585,349
Pixels/sec: 256,542,771
flat:
Pixels/onscreen triangle: 438
Triangles/sec (onscreen only): 1,010,287
Pixels/sec: 442,781,906
no idea if this is good tbh. number big, seems good? :'D
a whole mess of RGB gouraud shaded triangles
finally profiled my rasterizer, at 320x200 resolution
gouraud:
Pixels/onscreen triangle: 655
Triangles/sec (onscreen only): 1,090,454
Pixels/sec: 714,162,506
flat color:
Pixels/onscreen triangle: 655
Triangles/sec (onscreen only): 1,643,493
Pixels/sec: 1,076,359,536
ok i think i'm actually just out of optimizations to do on my triangle rasterizer now. so i guess it's fixed point time next
but thou must!
a large triangle covered and bordered in hatching. 8x8 tiles that are fully inside the triangle and viewport are colored green, tiles that are fully inside the viewport but on the edges are blue, and tiles not fully inside the viewport (extending off the sides of the screen) are red
after optimizing the number of multiplications, i decided to add a 3rd tile fill path besides fast (no checks) and slow (viewport clipping + inside triangle checks) that does the inside check but no clipping
so i had to make a new debug visualization. fast = green, medium = blue, slow = red
so 486 cpus have a 16-bit * 16-bit -> 32-bit result multiplication but it's actually slower than 32-bit * 32-bit -> 32-bit result, am i getting this right?
yeh ๐
this will end well
i like
triangle
like the post above this one, cowards
red green and blue interpolated triangle with debug hatching taking up the bottom right corner of the screen. the top left of the screen is mainly empty, with some red hatched tiles on the outside near the triangle's edge
red green and blue interpolated triangle with debug hatching taking up the top left corner of the screen. the bottom right of the screen is mainly empty, with some red hatched tiles on the outside near the triangle's edge
ok ok one more. i'm checking right sidedness by counting vertices on the right side of the bounding box center, and if it is a right sided triangle i change the horizontal tile iteration from left-to-right to right-to-left
so now the left image's triangle doesn't do a bunch of extra work
oh jesus christ
that is sadly not uncommon :/
covid messes with your heart. not like other viruses like the flu, where it's general inflammation that does it. covid specifically infects your heart cells and then fucks them up medicalxpress.com/news/2026-03...
now i need to convert it from floating point to fixed point and i'll be mostly done with the optimizing stage. then i'll add some different rendering options (it just does flat and gouraud atm) and put it on github
thank you :3
a gouraud shaded triangle with red green and blue colored vertices. large squares are hatched magenta and white while smaller squares are hatched red and cyan. the edges of the triangle have no hatched squares at all
wake up babe hierarchical tiled triangle rasterizer just dropped
each meta tile is 4x4 tiles which are 8x8 pixels. magenta and red tiles are blank meta and normal tiles, white and cyan are fully covered meta and normal tiles
...and the Side Series Update video is now live, along with the reveal of the new DOS Gaming side series! :D youtu.be/MInI_UhbTnk