TWENTYSIXTEEN is now on some streaming services like Spotify!

>> open.spotify.com/album/2PMozdIN… <<
> TWENTYSIXTEEN _
What a crazy decade... I've gone and remastered (along with tempo adjustments and tweaks) 9 of my favourite songs from 2016, along with a new one to finish it off!
It's free! Enjoy!
endesga.bandcamp.com/album/twentysi…
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> TWENTYSIXTEEN _
What a crazy decade... I've gone and remastered (along with tempo adjustments and tweaks) 9 of my favourite songs from 2016, along with a new one to finish it off!
It's free! Enjoy!
endesga.bandcamp.com/album/twentysi…
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in my spare time I've been improving this - before I post a how-to thread, and I just wanted to share a little tidbit that's somewhat satisfying:
the length of the entity's edge is the difference between the height and the width.

I find it neat, just because of how simple it is
those who have been following me since the early NYKRA days know that I've had a long relationship with grid-based collision systems.
after more than a decade I finally found a relatively efficient/reliable way to not only have slopes but have better player geometry.
still WIP 🤔
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those who have been following me since the early NYKRA days know that I've had a long relationship with grid-based collision systems.
after more than a decade I finally found a relatively efficient/reliable way to not only have slopes but have better player geometry.
still WIP 🤔
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Replying to @ENDESGA
having a diamond bottom of the player be the same angle as the slopes simplifies a lot of the logic behind it.
it doesn't have a sharp corner that "catches" on the slope transitions, and ends up being way smoother.
but also, it fits better with the narrow feet of the player
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GPUs are overrated 😏
(this takes about 0.1ms per frame on my i9 9900K... it's fast.)
The idea I had was to use some form of Bresenham's line algorithm to draw lines for the edges (two at a time) so that the rows can be filled very quickly as the edges are traced. Performance seems to be extremely good, which is pretty cool
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Replying to @ENDESGA
A gentle reminder that I’m just enjoying my weekend, please don’t take what I post so seriously.
Yes I know a GPU can do this faster, that’s not the point 🫩
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Replying to @ENDESGA
Single-threaded of course, it just heavily relies on auto-vectorization to blit pixels as fast as the CPU possibly can.
Rendering a whole lot of cubes would require complex culling, but it's not impossible.
The cool thing is that this .exe is compatible with every PC, and is 43KB
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The idea I had was to use some form of Bresenham's line algorithm to draw lines for the edges (two at a time) so that the rows can be filled very quickly as the edges are traced. Performance seems to be extremely good, which is pretty cool
I wanted to use a C rasterization technique that combined everything I've learned over the past many years.
With GCC's auto-vectorization I knew I'd be able to render extremely efficiently without the GPU

With just whole colors you can do some really cool optimizations...
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I wanted to use a C rasterization technique that combined everything I've learned over the past many years.
With GCC's auto-vectorization I knew I'd be able to render extremely efficiently without the GPU

With just whole colors you can do some really cool optimizations...
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"hey why have you gotten so obsessed with C and software rendering over the past few years?"
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In my C code I've gotten a little obsessed with "automated" bitfields, after discovering that you can use the auto-count trick in an enum to determine how many bits are needed to hold the values.
Is there a better way to do this? I'm curious if anyone else has explored this...
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this weekend I was playing with some old code from last year
the idea was an emphasis on rain and growth, but just like last year I couldn't think of any worthwhile game mechanics... so it'll probably sit in my folder for another year 😅
what would you expect from such tiny game?
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the air smells sweet
#pixelart
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unfinished remnants under an ancient tree
#pixelart
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some quick typography cool down this evening. sorta y2k, inspired by the Planet Kosmos font, but in sharp 45 degree angles~
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I unironically think this. With today's CPUs, if we programmed efficiently with low-level code there's a lot of headroom.
You'll be surprised how quickly your CPU can render a complex scene to a window. With SIMD and other optimizations it's quite impressive what you can do
Let’s ditch GPUs and go back to software render
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Replying to @ENDESGA
To clarify further: The reason I have this strong opinion is because you can't actually "just use" the GPU. You HAVE to use some library because AMD/Nvidia want to control how it's used. It sucks.
I'll change my mind if someone gives me a GPU that I can throw function-pointers at
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Replying to @ENDESGA
Wasn't expecting this many replies.
I must add that I personally prefer low-res/fidelity graphics/games/tools/etc.
Like of course you can't render Elden Ring in 4K 60fps with Software Rendering. I'm more talking Notepad, 720p games, tools, that sorta thing.
It's just cool to me
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Rewatched Backrooms yesterday before it's no longer in cinemas, but this time I binged Kane's youtube videos right beforehand to refresh my memory, along with the behind-the-scenes... and that made the experience so much better.
What an amazing film, I love it so much
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