Search found 565 matches
- Thu Mar 30, 2017 2:11 pm
- Forum: Games and Software Hacking, Prototypes, and Devkits Discussion
- Topic: Seaman Postmortem at GDC
- Replies: 0
- Views: 1023
- Tue Mar 28, 2017 10:31 am
- Forum: Programming Discussion
- Topic: The case of the divide by zero
- Replies: 17
- Views: 2137
Re: The case of the divide by zero
That will do.
- Tue Mar 28, 2017 8:15 am
- Forum: Programming Discussion
- Topic: The case of the divide by zero
- Replies: 17
- Views: 2137
Re: The case of the divide by zero
You mentioned 550.750 * 150.250 should be calculated as 0.550750 * 0.150250 instead, but that will give you exactly the same result. The reason is that the numbers are stored in a normalized format, i.e. 0.mm * 2*exp. mm is the mantissa and its size depends on the data type you use (float vs double)...
- Mon Mar 27, 2017 6:20 pm
- Forum: Programming Discussion
- Topic: The case of the divide by zero
- Replies: 17
- Views: 2137
Re: The case of the divide by zero
just a naive example, but I also learned recently that using numbers less than 1 increases precision e.g if you want to multiply 550.750 * 150.250, you should multiply 0.550750 * 0.150250 then scale the result to reduce propagated errors. It's true that numbers close to 0 have more precision, but I...
- Mon Mar 27, 2017 1:58 pm
- Forum: Programming Discussion
- Topic: The case of the divide by zero
- Replies: 17
- Views: 2137
Re: The case of the divide by zero
Just a wild guess, but that's probably GCC's "fault" -mdiv=strategy ‘call-table’ Calls a library function that uses a lookup table for small divisors and the div1 instruction with case distinction for larger divisors. Division by zero calculates an unspecified result and does not trap. Th...
- Sun Mar 26, 2017 7:27 pm
- Forum: Programming Discussion
- Topic: The case of the divide by zero
- Replies: 17
- Views: 2137
Re: The case of the divide by zero
Just a wild guess, but that's probably GCC's "fault" -mdiv=strategy ‘call-table’ Calls a library function that uses a lookup table for small divisors and the div1 instruction with case distinction for larger divisors. Division by zero calculates an unspecified result and does not trap. Thi...
- Sun Mar 26, 2017 5:02 pm
- Forum: Programming Discussion
- Topic: Better understand the TA Bining Process & rasterization
- Replies: 20
- Views: 3170
Re: Better understand the TA Bining Process & rasterization
EDIT: About raytracing - so your just recurse the reflections per casted ray? I assume the dot product of each additional ray you cast determines its weight or each recursed ray in the resultant color calculation? You're starting a huge topic of itself there. There are many ways to do raytracing, a...
- Sun Mar 26, 2017 3:21 pm
- Forum: Programming Discussion
- Topic: Better understand the TA Bining Process & rasterization
- Replies: 20
- Views: 3170
Re: Better understand the TA Bining Process & rasterization
It does solve that case. Define two planes (instead of triangles) that intersect each other and calculate the intersection with a ray: point = origin + direction * factor. Check whether point is within the triangle. If it's not, disregard the collision. The smallest factor >= 0 is the intersection ...
- Sun Mar 26, 2017 8:04 am
- Forum: Programming Discussion
- Topic: Better understand the TA Bining Process & rasterization
- Replies: 20
- Views: 3170
Re: Better understand the TA Bining Process & rasterization
It does solve that case. Define two planes (instead of triangles) that intersect each other and calculate the intersection with a ray: point = origin + direction * factor. Check whether point is within the triangle. If it's not, disregard the collision.
The smallest factor >= 0 is the intersection
The smallest factor >= 0 is the intersection
- Fri Mar 24, 2017 11:10 am
- Forum: Programming Discussion
- Topic: Better understand the TA Bining Process & rasterization
- Replies: 20
- Views: 3170
Re: Better understand the TA Bining Process & rasterization
Tesselation is a bit of a misnomer here. That is about subdividing the triangle into more triangles, true, but it doesn't turn it into multiple draw calls.
- Fri Mar 24, 2017 10:46 am
- Forum: Gaming Forum
- Topic: Sonic Forces
- Replies: 19
- Views: 4762
Re: Sonic Forces
I'd like to say I'm disappointed, but it's exactly what I expected..
Tom Kalinske also recently made remarks in an interview how he was surprised about wtf Sega of Japan is doing to Sonic. He was especially shocked when he saw a "black Sonic with guns"
Tom Kalinske also recently made remarks in an interview how he was surprised about wtf Sega of Japan is doing to Sonic. He was especially shocked when he saw a "black Sonic with guns"
- Fri Mar 24, 2017 10:44 am
- Forum: Programming Discussion
- Topic: Better understand the TA Bining Process & rasterization
- Replies: 20
- Views: 3170
Re: Better understand the TA Bining Process & rasterization
I think the main optimization is the amount of fast memory required. 1. You don't need a huge memory buffer for the entire screen, but instead you can work on parts of the screen after each other. 2. Due to the raycasting no depth buffer is required at all. I'm sure this reduced the cost of the Drea...
- Fri Mar 24, 2017 10:38 am
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Senile Team's new game: Intrepid Izzy
- Replies: 26
- Views: 6803
Re: Senile Team preparing to announce new game
Did you toy around with the 8888 paletted mode? I did more than toy around with it, but found that it has some disadvantages: 1. AFAIK, 8888 palettes are stored in the global palette buffer, which can accomodate only a very limited number of such palettes. 2. It doesn't render as fast as 1555. Inte...
- Tue Mar 21, 2017 1:07 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Senile Team's new game: Intrepid Izzy
- Replies: 26
- Views: 6803
Re: Senile Team preparing to announce new game
PC Resolution: 1280x720 or higher (1920x1080 recommended) Sprites: 32 bits per pixel (ARGB8888) DC Resolution: 640x480 (native resolution) or 640x360 (letterboxed widescreen) Sprites: 8 bits per pixel, 16-bit palette entries (ARGB1555) Other than that, there are no significant differences. 8-) Did ...
- Wed Mar 15, 2017 3:15 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Senile Team's new game: Intrepid Izzy
- Replies: 26
- Views: 6803
Re: Senile Team preparing to announce new game
Looks very polished! Regarding the second video, do you have a lot of vertical sections? Something I always hate about sidescrollers is required leaps of faith but the camera doesn't show where I'll land and there might be a hole so I die. Maybe the camera could go a little lower in anticipation of ...
- Mon Mar 13, 2017 7:23 pm
- Forum: Hardware Modification and Repair
- Topic: Disc drive stops working after logo
- Replies: 4
- Views: 2367
Re: Disc drive stops working after logo
No the screen goes black
- Sun Mar 12, 2017 6:11 pm
- Forum: Hardware Modification and Repair
- Topic: Disc drive stops working after logo
- Replies: 4
- Views: 2367
Disc drive stops working after logo
Hey everyone,
After my first original Dreamcast stopped booting, my second used Dreamcast also stopped booting after the initial swirl.. it won't enter bios or start games, the drive just stops spinning. Is this such a common issue? Anything I can do? I don't want to buy Dreamcasts all the time..
After my first original Dreamcast stopped booting, my second used Dreamcast also stopped booting after the initial swirl.. it won't enter bios or start games, the drive just stops spinning. Is this such a common issue? Anything I can do? I don't want to buy Dreamcasts all the time..
- Thu Mar 09, 2017 12:07 pm
- Forum: Programming Discussion
- Topic: Rebuilding KOS Again
- Replies: 11
- Views: 1789
Re: Rebuilding KOS Again
Regarding the problems you had, did you need to run any extra commands that I should incorporate into the script?
- Thu Mar 09, 2017 12:02 pm
- Forum: Programming Discussion
- Topic: Depth Test is not Working
- Replies: 20
- Views: 2177
Re: Depth Test is not Working
Did you compare this to desktop OpenGL?
If it's a bug, then the PVR depth test is probably not set properly.
If it's a bug, then the PVR depth test is probably not set properly.
- Wed Mar 08, 2017 11:08 am
- Forum: Programming Discussion
- Topic: Rebuilding KOS Again
- Replies: 11
- Views: 1789
Re: Rebuilding KOS Again
I personally don't own a Windows machine, just to be clear. I had access to one that day so I did what had to be done. I have no personal interest in supporting Windows, but I offer help to people who want to use it. I won't however buy Windows and install it on my machine or in a VM or anything lik...