
Pathfinder 1E nerd. Gamer, old-school and new. I like "the mangers" / anime / indie comics. Subtitle Supremacist. In 2024 I got "Most #1's" but I retired.
Joined October 2020
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This is hard. This sucks. As a comic book, The Band of the Crow is coming to an end. We really wanted to share Book Two with you. And Three. And Four. It just wasnโt meant to be. (๐ชก1/7)
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Calling all Dreamcast developers! Today I am publicly introducing a SH4ZAM-powered self-shadowing soft shadows library to Sega@Dreamcast development. No more blobs, tearing volumes, or staying in the past. Dreamcast now has self-casting, feathered shadows in the big TWO-SIX!
Highly recommend that you use it in conjunction with @falco_girgis SH4ZAM library for ultimate GAINZ! I had this shadow system developed for Halo: Dreamcast Evolved and wanted all Dreamcast developers to be able to use this performant shadowing system.
Halo: DCE itself allows up to 6 characters on-screen at once to self-shadow with around 3-4ms only for draw time on around 5-6k vertices (YMMV). You can adjust it to your liking, of course. For Halo: DCE, I do the nearest 6 characters on-screen within about 9 metres from the camera before dropping and using only the cones ("fairy feet" as I call them...inspired by OoT).
Shout out to @cypress577422 for assisting in squeaking out some more performance. What a helpful dev community!
You can clone the repo here and get started immediately: github.com/JiltedValkyrie/SHโฆ
Ask your coding agent to help retarget your meshes to the bones to get it up-and-running quickly (or do it yourself if you care).
Happy coding!
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Into the Darkness โ SEGA Mega Drive / Genesis
A new gameplay test of my first-person raycasting game, inspired by Heretic and Hexen!
Still a work in progress, with plenty of bugs and features yet to be implemented. I'm focusing on performance for now, but there's much more to come!
youtu.be/yJEXleTCaYE
#SGDK #MegaDrive #SEGAGenesis
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Vibed up Dreamcast port run like shit? Trying to push polys like Shenmue, but wind up looking like Final Fantasy 7 for PS1? Is your weak SH4 math game holding you back from realizing your full potential on the little white box of dreams?
Well fret no more, fellow DC devs, cuz SH4ZAM v0.10.0 just released, and we're bringing the GAINZ!!!
1) New optimizations for many of the most critical XMTRX-based matrix transforms and more!
2) New accelerated routines for the scalar, vector, quaternion, matrix, and XMTRX APIs.
3) C and C++ minimum language version requirements drop to C11 and C++17 (for all you dinosaurs out there), with extra goodies being added for C23, C++20, and C++23, which are now optional.
4) Swap between SH4 accelerated and fully SW-based back-ends at compile-time now, for troubleshooting potential bugs or for just flexing the FPS diff with and without GAINZ.
5) Initial Cell Broadband Engine SPU back-end added for bringing the GAINZ to the Sony Playstation 3 (by Fancy2209)
6) Nintendo Gamecube and Wii support is now out-of-the-box with the software back-end via libogc(2), with plans for an accelerated back-end specifically for the Gekko PPC CPU in the future.
7) MinGW-w64 compiler support with CI verification.
8) New AI/LLM-friendly documentation, so all you vibers out there can direct your audacious little clankers to sh4zam.com, where they can HOPEFULLY learn how to use my shit properly now. ;)
9) Critical bugfixes since previous release.
GET IT WHILE IT'S HOT:
github.com/gyrovorbis/sh4zamโฆ
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TONIGHT at 8pm est-The Red Valkyrie Underground Art Auction is BACK! Awesome group of artists tonight, including @hyperwizart, @RenieDraws, @MikeMcMahonArt , @Kat_Maus_Art , @GhastLight , @CyborgValkyrie1 and me! Support your peeps and collect awesome art! youtube.com/watch?v=JxrQc4ITโฆ
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๐จ Don't forget that I'll be auctioning artwork TOMORROW NIGHT on stream!
Watch for the live show at 8PM and bid in the chat! ๐ค
youtube.com/@redvalkyrie?si=โฆ
I will be at the long-awaited return of the RED VALKYRIE ART AUCTION, hosted by @RedValkyrie this Saturday!
Among my offerings should be the originals for my YAIRA and JAWBONE DEATH covers, among more to be announced.
Be there at 8PM ET to nab one of these!
See you there!!! โบ๏ธ๐ค๐คโจโจ
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Come check out the auctions here: youtube.com/@RedValkyrie
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RV: Underground Art Auction 8pm Eastern! xitter.cf/i/broadcasts/1qxvvejzvโฆ
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A lil closeup shot, plus the auction stream link. Be there to nab this piece, and many others! ๐ค๐ค
youtube.com/live/JxrQc4ITNCYโฆ
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Come, one and all, to the AUCTION! I have da new hotness and old classics being released from the vault! Snag them while you caaaannnn!! with @RenieDraws @GhastLight @CyborgValkyrie1!!
RVUAA!!
youtube.com/watch?v=JxrQc4ITโฆ
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Replying to @Sir_Dammed
The central lie is "This is the company and these are the people who made games you love" while citing games from the early 2000's.
Uh, no. Those people left over time, and we're literally seeing leaks that lefties infiltrated the company, intentionally drove out anyone slightly normal and replaced them with extreme left-wing social activists. Also, the company was sold. As it exists today, this company and its people had nothing to do with those long-past successes.
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** EBH Sega Genesis Bullet Hell Update **
Well strap yourselfs in - tonnes added since last update. Its had about 30 hrs spent on it - burning the candle at both ends haha.
Updates since last :
Player Death animation - we now have a very nice scaled hop after player death.
Changed to XGM1 sound driver ( was XGM2 ) , the heavy PCM in this game was just too much for XGM2 to handle and slowdowns in music persisted , so changing to XGM1 we trade a bit of 68k performance ( about 2.7% ) but solve the slow down issue and also gain another PCM channel - it does cost some rom space though !!
Explosion SFX added to ships and Cruisers, Cruiser s now take damage with Explosion Animations also. We have about 5 different SFX for explosions so far and using XGM1 driver we have 2 PCM channels dedicated for enemies .
Made some more custom XGM1 asm routines for channel hopping with channel groups to lower cpu usage. Basically we take the first free channel we can without adding much cpu cost.
Target tracking Lazers !! Dual beams track targets across the screen with latching - this part alone took me about 10 hrs to do !! They started out been way too expensive .. thankfully just with my cpu budget for them now after optimising. All the rotations too time , thankfully some scripting did a lot of the heavy lifting as theres a lot of rotations !
Sword attack added !! Able to pickup purple bullets which can be later used in a mega weapon ( to be added ) - see mid level . Again scripting helped with a lot of the rotations.
Cruiser artwork re done, new small ships and 2 more Cruiser types added. A couple I touched up from an purchased artpack , one is completely my idea so hopefully they look ok.
@GabrielPyron fixed bullet artwork - bullets looked a bit weak before , @Carsten1349 provided more ships for the game - and the final boss which has loads of parts and animations i need to get in yet , without their help it just wouldn't be the same
@Luke86McQueen provided new SFX including Lazer and also new Explosion SFX , its really got some punch now thanks to him.
The stage will keep getting bigger yet and its all WIP .
Hope you like it !!!
#SGDK #SegaGenesis #SegeMegadrive
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Hooooooooooooooooly HELL, I have NEVER seen the animation skinning math from any a 6th gen game go as hard as Resident Evil 4 is going on the Sega Dreamcast!
Just having Ashley around with several enemies onscreen is easily causing @lamb2k1's DC port to dip 10+FPS as our poor 200Mhz SH4 struggles to keep up with the load... There is NO WAY this wasn't all offloaded to like VU1 on the PS2, and I even heard there was less animated geometry as well.
So no more screwing around here... We got @lamb2k1 and his army of audacious clankers improving mip-mapping coverage for fillrate GAINZ and working to implement aggressive backface culling to reduce the vertex load.
We have @EndoOleg, our fearless maintainer of the SuperH back-end of our GCC compiler, looking at the generated SH4 ASM output from my SH4ZAM'd up skinning routines, sleuthing for any wasted cycles or GAINZ left on the table... or perhaps anything GCC can be doing to help from the code-generation side.
Meanwhile, I'm over here IN MATRIX BLENDING HELL trying to convert this transform interpolation shitshow away from round-tripping rotation matrices to quaternions and back to rotation matrices once they've been SLERPed.
The SH4 FPU in the Dreamcast is strongest at accelerating operations on 4x4 column major transform matrices... So the plan is to try doing everything purely in the XMTRX back-bank of FPU registers. I start by zeroing them out, then weighing and accumulating the elements of each blended matrix directly into them, using the FMAC instruction on each incoming element.
Yes, it's sketchier to blend rotations that way... but so far... only I'm only seeing GAINZ, and nobody's joints or bones look deformed or mutated in any way just yet, so... Fingers crossed! Worst case we can tag the tender princess meshes that need higher accuracy interpolation and send them down the slow, shitty path, hopefully...
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WE ARE LIVE!!!
Come hang for a short thursday panel breakers!
talkin comics and web comics
@Plaster_Harris @HyperWizart @RenieDraws
youtube.com/live/llZeYgkwXw0โฆ

































