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in reply to Devine Lu Linvega

Logical next step. The Arduboy has a REALLY cool example of this.

youtube.com/watch?v=gwYq4X4JZM…

in reply to ⟅ June ⟆

@june hoooooly shit, I can't believe this runs on the arduiboy :eyes_fast: crazy, absolutely crazy ❤
in reply to noah christopher

@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!
in reply to ⟅ June ⟆

@june @ohnoitsnoah A friend has offered to send me a m5paper, if I do get it, I won't have any other choice D:
in reply to Devine Lu Linvega

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
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.

This entry was edited (1 week ago)
in reply to Devine Lu Linvega

Oh I wanted to benchmark my little ordinator (which I should probably publish) it runs oquonie so I'm hoping its up to task
in reply to Aled;cd

@ldcd OOoh! Excellent, yes, perfect. In that case, compare the benchmark to uxn11 which is as good an implementation as I know how to make it today.
in reply to Devine Lu Linvega

Published! the only bug I know of in the existing version is the click handling, some programs will register multiple clicks
in reply to Aled;cd

@ldcd just got to try it out! That's coming along nicely 😁 Single file rust emulator, very pretty.
in reply to Devine Lu Linvega

Please just project this behind you while you DJ
This entry was edited (1 week ago)
in reply to calutron

@calutron lol @ Nikolina's visuals. I should try using this for audio reactive visuals next show!
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!

#uxn
This entry was edited (1 week ago)
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.

in reply to ⟅ June ⟆

@june That would have to use the Screen device expansion port, but that takes away all the fun ^^;

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