Jett
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monstersgoboom.com
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/
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
Todays foolishness. #CommanderX16 #X16 #8bit
experiment in using LZO to unpack sprites.
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...
June 16, 2025 at 11:42 AM
#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.
May 25, 2025 at 2:25 PM
More sprite tomfoolering, and a perf tracker #PSX #Homebrew

Art from Final Fantasy Tactics ( obviously )
May 14, 2025 at 8:40 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 :)
May 12, 2025 at 12:04 PM
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.
May 10, 2025 at 5:39 PM
Implemented Mixamo animation and suddenly a landscape and bushes appear ??
January 5, 2025 at 2:08 AM
more messing with shaders.
Bloom
SSAO
Bone Animation via Textures
Fast Soft Billboards.
Quake 2 and Killzone data for testing only.
December 14, 2024 at 3:42 PM
Quicky experiment with root motion and a simple state machine. using #Raylib as the base.
November 10, 2024 at 4:26 PM
and the beginnings of root motion.
October 27, 2024 at 2:09 PM
blending animations is done in the shader. just blend two source animation textures.
October 27, 2024 at 2:09 PM
Moved all data to GPU. animations are uploaded as a texture here. rendering 4096 meshes without instancing. #raylib
October 24, 2024 at 11:48 PM
Slowly (occasionally) working on a #Quake BSP loader.
this one ( so far ) can load Q1 & Q2 into a more manageable data format.
To really push it here I'm loading 4 different maps and using #raylib to display them.
NO VIS testing here yet.
September 28, 2024 at 5:41 PM