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malucart

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malucart
·7 ay önce·discuss
I've been working on it since mid 2024, so that video was a funny coincidence :)
malucart
·7 ay önce·discuss
no, it really is a true 64 bit CPU. it's just that that fact is useless and it usually runs in 32 bit mode because games don't need that.
malucart
·7 ay önce·discuss
nah, it's not even configured to use the extra RAM, though there is a compile option for that. seems like the freeze was some sort of bug in the tessellation code, but I'm rewriting that part, so the bug is gone now. it should be working fine on hardware after I publish the changes.
malucart
·7 ay önce·discuss
it's not possible to have either subpixel vertex precision or perspective correct mapping with the PS1 GPU, as it only takes 2D whole-pixel coordinates for triangle vertices. (contrary to popular belief, N64 also uses exclusively fixed point for graphics btw, it just has subpixel units.) better tessellation can mitigate the perspective issues by a lot, but the vertex snapping is unsolvable, and it is indeed present here. look closer and you might see it.
malucart
·7 ay önce·discuss
right now there is basically no preprocessing of level polygons and they are copied as is, but when it is implemented, the largest polygons will be split to solve this

this is also necessary to fix the occasional stretched textures, as texture coordinates are also limited to a smaller range per polygon on PS1