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58 following, 37 followers
The scanline distortion code I wrote is from half a year ago now, and I'm still learning neat stuff I can do with it.
This wasn't the graphic I was aiming for but I like it so much I'm keeping it.
I may reimplement the color shifting at runtime with either palette swapping (for Amiga) or a DX9 shader (all modern platforms) to save on storage space, since I would then only need to store a single channel depth buffer at 30 FPS.
This does not use a shader, just the same framebuffer blitting we already do for the backgrounds and the fullscreen masking. Only needed to add some additional math.
Below is an r_pixelation setting of 3.0, with a target resolution of 810x1440:
I don't like illegals coming into our country, but the truth is most people who come here just want to get away from the third world. Mexico ofc just lets it happen because they don't want to deal with their crime problem if we'll do it for them.
Obviously the kernel's scheduler won't allow such a trivial task checking steady_clock() repeatedly to bog down the system, so the effects are not really noticable, but it will probably be useful to someone.
One of these headers holde the decoder class to read the first opening bytes from textures, and we don't have it.
So back to square one. We have a few hints this time but not much. May need to go back to disassembling.
But having somebody randomly DM me thinking I work for Embark Studios and telling me that the size of female contestants' butts in THE FINALS is a "serious issue" was NOT on my 2025 bingo card.
This should be more efficient, and just as stable so long as the vector is only added to and no objects delete from it directly through random access. I have a new deletion queue to handle this situation appropriately.
Next part is hard. collision detection! I have to be careful about this one because every method has drawbacks. The big challenge is getting a system that will work on every piece of hardware I throw this at so I don't have to write entirely different physics for homebrew ports. Complete feature parity if I decide to reuse the codebase on an Amiga or X16.
I considered using the GPU to simulate collisions inside a rendertexture, but this is only viable as far as the PC and modern consoles and I'd need to throw it away for the backports. Plus it has caveats related to precision, increasing that resolution would be a performance detriment.
The other option is to do things the old fashioned way on the CPU and simply calculate the bounding boxes with algebra.
I think Linux had similar (plasma does for sure) but most Linux devs are itoddlers who couldn't afford a Mac
@Mr_NutterButter i don't like war and shit, but i'd much rather have our government fighting against the cartel and violent criminals that are actually directly affecting US citizens than some random bullshit wars in the middle east and europe with bases all over the fucking place. it's all about allocation of resources and our government has done a shit job of that for an extremely long time, even during trump's first term.
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