Jett
@monstersgoboom.com
They/Them enby game developer.
Working professionally in the game industry since the late 80s. with UE5 currently.
Ex C.O.D. developer.
#C64 #NES #SNES #MEGADRIVE #AMIGA
https://monstersgoboom.itch.io/
Working professionally in the game industry since the late 80s. with UE5 currently.
Ex C.O.D. developer.
#C64 #NES #SNES #MEGADRIVE #AMIGA
https://monstersgoboom.itch.io/
This is in a VM. speed isn't a worry on real hardware, I can test that next.
October 1, 2025 at 1:19 PM
This is in a VM. speed isn't a worry on real hardware, I can test that next.
July 18, 2025 at 5:07 PM
Experimented over the weekend to recreate the Isometric blit code I did back on the Mega Drive to the #PCEngine / #TurboGrafx16. using #HuCC.
I minimized the VRAM usage quite a bit, and made it draw 8x8x8 grid because why not ?
art from scrabling.itch.io/pixel-isomet...
I minimized the VRAM usage quite a bit, and made it draw 8x8x8 grid because why not ?
art from scrabling.itch.io/pixel-isomet...
June 16, 2025 at 11:42 AM
Experimented over the weekend to recreate the Isometric blit code I did back on the Mega Drive to the #PCEngine / #TurboGrafx16. using #HuCC.
I minimized the VRAM usage quite a bit, and made it draw 8x8x8 grid because why not ?
art from scrabling.itch.io/pixel-isomet...
I minimized the VRAM usage quite a bit, and made it draw 8x8x8 grid because why not ?
art from scrabling.itch.io/pixel-isomet...
#psx foolishness.
data optimizations mean I can "just" render 3 scenes from #crocotile3D at 60fps, this is without object culling so it's still trying to render each face.
data optimizations mean I can "just" render 3 scenes from #crocotile3D at 60fps, this is without object culling so it's still trying to render each face.
May 25, 2025 at 2:25 PM
#psx foolishness.
data optimizations mean I can "just" render 3 scenes from #crocotile3D at 60fps, this is without object culling so it's still trying to render each face.
data optimizations mean I can "just" render 3 scenes from #crocotile3D at 60fps, this is without object culling so it's still trying to render each face.
#PSX data tool progress.
Quadifer mostly works.
finds a triangle pairs with matching edges, the perf boost is quite a bit.
Now I'm detecting if a face has a solid colour and marking it as Flat vs Gouraud, faster to draw those.
I also added rudimentary sprites too :)
Quadifer mostly works.
finds a triangle pairs with matching edges, the perf boost is quite a bit.
Now I'm detecting if a face has a solid colour and marking it as Flat vs Gouraud, faster to draw those.
I also added rudimentary sprites too :)
May 12, 2025 at 12:04 PM
#PSX data tool progress.
Quadifer mostly works.
finds a triangle pairs with matching edges, the perf boost is quite a bit.
Now I'm detecting if a face has a solid colour and marking it as Flat vs Gouraud, faster to draw those.
I also added rudimentary sprites too :)
Quadifer mostly works.
finds a triangle pairs with matching edges, the perf boost is quite a bit.
Now I'm detecting if a face has a solid colour and marking it as Flat vs Gouraud, faster to draw those.
I also added rudimentary sprites too :)
Playstation 1 #PSX coding experiment.
using the example scene from Crocotile3D and baking the lighting. converted GLTF to my format and got this loading and displaying on #PSX after a few hours of coding this morning.
takes me back :) I would have killed for PCSX-redux back in the day.
using the example scene from Crocotile3D and baking the lighting. converted GLTF to my format and got this loading and displaying on #PSX after a few hours of coding this morning.
takes me back :) I would have killed for PCSX-redux back in the day.
May 10, 2025 at 5:39 PM
Implemented Mixamo animation and suddenly a landscape and bushes appear ??
January 5, 2025 at 2:08 AM
Implemented Mixamo animation and suddenly a landscape and bushes appear ??
more messing with shaders.
Bloom
SSAO
Bone Animation via Textures
Fast Soft Billboards.
Quake 2 and Killzone data for testing only.
Bloom
SSAO
Bone Animation via Textures
Fast Soft Billboards.
Quake 2 and Killzone data for testing only.
December 14, 2024 at 3:42 PM
more messing with shaders.
Bloom
SSAO
Bone Animation via Textures
Fast Soft Billboards.
Quake 2 and Killzone data for testing only.
Bloom
SSAO
Bone Animation via Textures
Fast Soft Billboards.
Quake 2 and Killzone data for testing only.
and the beginnings of root motion.
October 27, 2024 at 2:09 PM
and the beginnings of root motion.
blending animations is done in the shader. just blend two source animation textures.
October 27, 2024 at 2:09 PM
blending animations is done in the shader. just blend two source animation textures.