I may have taken this SNES Quake thing a bit too far 😅
Now running the full E1M3 demo with textures + lightmaps, animated sky/water, moving doors/lifts, monsters, items and native SNES audio.
2.374 fresh FPS on Super FX 3.
github.com/pisiiki/snes_q…
Now running the full E1M3 demo with textures + lightmaps, animated sky/water, moving doors/lifts, monsters, items and native SNES audio.
2.374 fresh FPS on Super FX 3.
github.com/pisiiki/snes_q…
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@Math_files There are no valid answers. It is a self referential paradox.
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@reality3d Tx man. Yes! There’s still some headroom, and I haven’t reached the limit yet.
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This is an experiment I’ve been working on over the past few weeks: giving an agent the tools it needs to inspect the code, build ROMs, drive the emulator, measure performance, and validate every pixel against a C++ reference renderer.
github.com/pisiiki/snes_q…
github.com/pisiiki/snes_q…
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@mitchellh @jeremyphoward You are not alone. I have similar feelings. After extensive use you should see the trap. If not you either don't have the minimal notion of creating software or you are just doomcoding slop. It is complicated to stay on top of with the discipline to iterare on serious work.
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@ThePrimeagen Use the agents only for blockers. Otherwise you are no longer the owner of the code.
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@diazvillanueva El unico poder del estado es que le permites decidir por ti.
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Isaac Lascasas retweeted
Check out Project Birdseye, an action roguelike we've been cooking up at @sd_studios. What do you think? Let us know using #ProjectBirdseye
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