@ENDESGAi
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Programmer @NightdiveStudio :::. C, Vulkan :::. Math-obsessed https://nitter.cf/t.co/aIaJr2hqGD :::. Pixel Artist :::. EDG32 palette :::. deity of dodecahedra
Joined June 2011
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GPUs are overrated 😏
(this takes about 0.1ms per frame on my i9 9900K... it's fast.)
Single-threaded of course, it just heavily relies on auto-vectorization to blit pixels as fast as the CPU possibly can.
Rendering a whole lot of cubes would require complex culling, but it's not impossible.
The cool thing is that this .exe is compatible with every PC, and is 43KB
The idea I had was to use some form of Bresenham's line algorithm to draw lines for the edges (two at a time) so that the rows can be filled very quickly as the edges are traced. Performance seems to be extremely good, which is pretty cool
I wanted to use a C rasterization technique that combined everything I've learned over the past many years.
With GCC's auto-vectorization I knew I'd be able to render extremely efficiently without the GPU
With just whole colors you can do some really cool optimizations...
In my C code I've gotten a little obsessed with "automated" bitfields, after discovering that you can use the auto-count trick in an enum to determine how many bits are needed to hold the values.
Is there a better way to do this? I'm curious if anyone else has explored this...
this weekend I was playing with some old code from last year
the idea was an emphasis on rain and growth, but just like last year I couldn't think of any worthwhile game mechanics... so it'll probably sit in my folder for another year 😅
what would you expect from such tiny game?
I unironically think this. With today's CPUs, if we programmed efficiently with low-level code there's a lot of headroom.
You'll be surprised how quickly your CPU can render a complex scene to a window. With SIMD and other optimizations it's quite impressive what you can do
Wasn't expecting this many replies.
I must add that I personally prefer low-res/fidelity graphics/games/tools/etc.
Like of course you can't render Elden Ring in 4K 60fps with Software Rendering. I'm more talking Notepad, 720p games, tools, that sorta thing.
It's just cool to me
Interesting, these latest upgrades to pep I'm testing seem to compress better and faster than all formats (even max-JPEG XL).
How does one advertise that their format is the best pixel art compression format on the planet without sounding egotistical? lmao
Maybe a YouTube video??
While testing I stumbled upon a way to match palette size to the right model, which skips the "test every model" code - and I found it compresses low-res (<=16 colors) even better in almost half the time!
The 256-color images take a slight penalty, but I think this is worth it 🤔
On a whim I emailed my old Calculus professor last week (he's the one who told me about Markov Chains), showing him my pep code and the ideas behind it.
He just replied and suggested I look into "Context-Mixing" and "Matt Mahoney's PAQ"
I now know what I'll be doing this weekend