@ohnoitsnoah @june I’ve been pondering the idea of a dedicated uxn handheld. would be cool, especially if it had a keyboard with instructions to allow programming!
wait do you have link to the benchmark, I want to give it a go; bunnymark runs all the way up till the number of bunnies overflows in my ordinator and I want to try something more intensive to see where the bottleneck is in my rendering code
Nice optimizations!! That ROT2k ORA2 ORA2 was gold 😛
As you saw in the repo I'm slowly working towards a little #uxn 3d engine, stay tuned 😀
The benchmark draws a lot of very large triangles, and those are particularly slow. In a game I expect only the environment to be made up of so big triangles (and even then, one can subdivide as in PS1), so hopefully we can have more triangles than 32 per frame.
Also, it's going to be interesting to see if the improved (2nd iteration) sprite-based drawing routine improves performance!
Devine Lu Linvega
in reply to Devine Lu Linvega • • •I'm honestly a bit shocked that this can draw 1920 triangles per second at 60fps..
..should we make Starfox
⟅ June ⟆
in reply to Devine Lu Linvega • • •Logical next step. The Arduboy has a REALLY cool example of this.
youtube.com/watch?v=gwYq4X4JZM…
- YouTube
www.youtube.comDevine Lu Linvega
in reply to ⟅ June ⟆ • • •⟅ June ⟆
in reply to Devine Lu Linvega • • •ISN'T IT?! 😁
The community has pushed this to its LIMIT.
noah christopher
in reply to ⟅ June ⟆ • • •gustav
in reply to noah christopher • • •⟅ June ⟆
in reply to gustav • • •Devine Lu Linvega
in reply to ⟅ June ⟆ • • •⟅ June ⟆
in reply to Devine Lu Linvega • • •@ohnoitsnoah rules is rules
you gotta do m5uxn
(sorry not sorry 😀
Aled;cd
in reply to Devine Lu Linvega • • •Devine Lu Linvega
in reply to Aled;cd • • •try the file linked above, and bring TRI_COUNT all the way up, it'll start being weird after more cycles than the size of an int, but give it a shot 😀
If you want to make an animation like the video, put the scene function in the screen vector.
Aled;cd
in reply to Devine Lu Linvega • • •Devine Lu Linvega
in reply to Aled;cd • • •Aled;cd
in reply to Devine Lu Linvega • • •Devine Lu Linvega
in reply to Aled;cd • • •Aled;cd
in reply to Devine Lu Linvega • • •Aled;cd
in reply to Aled;cd • • •~ld-cd/yarvo (main): / - sourcehut git
git.sr.htDevine Lu Linvega
in reply to Aled;cd • • •Lizbeth
in reply to Devine Lu Linvega • • •arcade w.
in reply to Devine Lu Linvega • • •calutron
in reply to Devine Lu Linvega • • •Devine Lu Linvega
in reply to calutron • • •gustav
in reply to Devine Lu Linvega • • •Nice optimizations!! That ROT2k ORA2 ORA2 was gold 😛
As you saw in the repo I'm slowly working towards a little #uxn 3d engine, stay tuned 😀
The benchmark draws a lot of very large triangles, and those are particularly slow. In a game I expect only the environment to be made up of so big triangles (and even then, one can subdivide as in PS1), so hopefully we can have more triangles than 32 per frame.
Also, it's going to be interesting to see if the improved (2nd iteration) sprite-based drawing routine improves performance!
⟅ June ⟆
in reply to gustav • • •For what it's worth, the SNES was only able to manage about 24 polygons per frame via the CPU, so these routines are beating that! 😀
It'd be hilarious to see an equivalent of the Super FX chip in Uxn, either as an external device or as a series of routines.
Devine Lu Linvega
in reply to ⟅ June ⟆ • • •