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bananaboy

871 karmajoined hace 11 años

Submissions

Command and Conquer: Red Alert Mac/Android/iOS ported using Codex

github.com
3 points·by bananaboy·hace 3 días·1 comments

What it takes to preserve floppy disks

spectrum.ieee.org
16 points·by bananaboy·el mes pasado·0 comments

VGA memory access is complicated

os2museum.com
3 points·by bananaboy·hace 2 meses·0 comments

IPic – A Match Head Sized Web-Server

web.archive.org
3 points·by bananaboy·hace 2 meses·1 comments

Continuing the story of early DOS development

opensource.microsoft.com
2 points·by bananaboy·hace 2 meses·0 comments

Digger – Back and Digitally Remastered

digger.org
3 points·by bananaboy·hace 3 meses·0 comments

ZomboCom stolen by a hacker, sold, now replaced with AI-generated makeover

old.reddit.com
76 points·by bananaboy·hace 3 meses·37 comments

Commission finds porn sites in breach of the Digital Services Act

ec.europa.eu
2 points·by bananaboy·hace 3 meses·0 comments

The Wild Spread of Drug Wars, from Your Calculator to Your Phone (2021)

wired.com
2 points·by bananaboy·hace 4 meses·1 comments

Sir-tech's Last Words (1998)

ign.com
2 points·by bananaboy·hace 6 meses·0 comments

Speed Vertigo: A New Kind of Engineering Debt

joshtuddenham.dev
3 points·by bananaboy·hace 6 meses·0 comments

Web-based image editor modeled after Deluxe Paint

github.com
250 points·by bananaboy·hace 6 meses·30 comments

The Vision – Creating a Color Cycling Image for the Commodore Amiga [video]

youtube.com
3 points·by bananaboy·hace 6 meses·0 comments

Kahan on the 8087 and designing Intel's floating point (2016) [video]

youtube.com
49 points·by bananaboy·hace 6 meses·3 comments

comments

bananaboy
·hace 17 horas·discuss
Haha yeah I just went by his LinkedIn title
bananaboy
·hace 18 horas·discuss
If you set up the RISCBoy toolchain and port it then yeah.
bananaboy
·hace 18 horas·discuss
Oh this is Luke Wren’s work. He’s an ASIC design engineer at Raspberry Pi. Amazing project, I love it!
bananaboy
·hace 3 días·discuss
Always love to see new stuff on Paul Bourke's web site!
bananaboy
·hace 3 días·discuss
A bit more info here from the person who did this https://x.com/4gb7xvbwqx/status/2074834114847309981 (although I can't shake the feeling that the person is actually an AI!)
bananaboy
·hace 8 días·discuss
I assume he means Command and Conquer: Renegade
bananaboy
·hace 8 días·discuss
I was wondering the same thing
bananaboy
·hace 11 días·discuss
We used ODE on Barnyard (released 2006 but started maybe two years earlier) https://en.wikipedia.org/wiki/Barnyard_(video_game)
bananaboy
·hace 11 días·discuss
They also started top posting!
bananaboy
·hace 11 días·discuss
My friends and I made a game for Ludum Dare 36 called No Mario's Sky years ago and received a DMCA take down notice. We weren't selling it, but we still had to remove it. Maybe because Mario is 100% a Nintendo property but Pokemon and Advance Wars are co-owned with other companies.
bananaboy
·hace 15 días·discuss
Wow this is amazing work!
bananaboy
·hace 18 días·discuss
It was based off the q1 engine but heavily modified and took stuff from q2 as well, notably coloured lighting and radiosity lightmaps.
bananaboy
·hace 24 días·discuss
I've been using p4 daily for about 21 years at various game studios (with a small break of around 5 years in the middle, where I used it only sporadically) and I think I can count the number of times I've used "reconcile offline work" on one hand. I think the only time my workspace has gotten into some kind of corrupted state was because of a crash that left it half-synced. If that ever happens I usually just blow it away and force sync the entire repo again rather than use reconcile (because it's so slow).
bananaboy
·hace 27 días·discuss
Harry was written by an Australia, John Passfield, on his own and published by apogee (I forget but apogee might have provided some art support). John is still making games today!
bananaboy
·el mes pasado·discuss
Yes, I played it at the time on both a 286 and a 386. You might be right, although you're describing an algorithm more like what Duke3d used rather than raycasting in that case. I was talking purely about raycasting. So it sounds like a misunderstanding on my part.

It's true that Carmack has said several times, including in the readme to the source release of Wolf3d [0], that a BSP-based renderer might be faster than raycasting. He used a BSP tree based renderer for the SNES port of Wolf3d because the CPU was even slower, so I suppose that answers it! There's also a note in the GEBB page 164 from Carmack where he says it was slower than "looping through a few long wall segments". [1]

Early alpha versions of DOOM used a sector-based rendering technique, maybe like what you're describing, which ultimately was too slow [2]][3]. Then Carmack switched to BSP trees after doing the Wolf3d SNES port.

I think it would be pretty interesting to implement the same game with both a raycasting approach and a BSP or Build-style portal/sector approach and compare performance on a 386. DOOM ran terribly on a 386 but it did a lot more than Wolf3d, so it's not a great comparison. Catacomb 3D didn't use raycasting (it used a wall span rendering techniqe) and ran better than Wolf3d on similar hardware, but it had a bunch of glitches. But Carmack says they were due to lack of experience rather than the technique itself.

Anyway thanks for challenging my assumptions. This'll go on my todo list!

[0] https://github.com/id-Software/wolf3d [1] https://fabiensanglard.net/b/gebbwolf3d.pdf [2] https://youtu.be/NnkCujnYNSo?t=1592 [3] https://doomwiki.org/wiki/Doom_rendering_engine
bananaboy
·el mes pasado·discuss
A grid of squares makes sense for the target hardware at the time though (286 or better CPU)
bananaboy
·el mes pasado·discuss
I wouldn’t be surprised if 7-zip can extract the files from the installer if the installer is not a custom thing.
bananaboy
·el mes pasado·discuss
CGA is even more nuanced than just two palettes. You can choose from three palettes, and each can be set to low intensity or high intensity, so you can effectively choose from six. On top of that, the background colour for each palette (colour 0 which defaults to black) can be set to any colour from the full CGA 16 colour palette! I wrote a sample program for a friend recently to demonstrate this https://github.com/samizzo/cgasample
bananaboy
·el mes pasado·discuss
Exactly! Armchair enthusiasts and gamers and such will talk about some game release and its "new engine" but throwing away the entire codebase is rarely a sensible choice financially speaking.
bananaboy
·el mes pasado·discuss
Very true!