The Still New What Did You Last Do Thread
- InsanityBringer
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Re: The New What Did You Last Do Thread
i am so not ready for spaceflight
- DoomRater
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Re: The New What Did You Last Do Thread
Inertial dampeners have malfunctioned, caption. We're adrift!
- Captain J
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Re: The New What Did You Last Do Thread
I'd marry with my money, for sure(and daaaw he don't scream when he falls).DoomRater wrote:Wish I had known about this website 6 years ago!
- DoomRater
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Re: The New What Did You Last Do Thread
Just watched SethBling jailbreak a Super Mario World cart. Plus he can install it to another Super MArio World cart without the multitaps now. It comes with a full hex editor and some code that allows someone to install a mod that runs every frame, so stuff like double jump and telekenesis is totally possible on original hardware.
I hear he plans to sell softmodded SMW carts. This is just mental!
I hear he plans to sell softmodded SMW carts. This is just mental!
Re: The New What Did You Last Do Thread
That's nuts, and has my attention. Though there is a video thread for that kind of stuff (unless it was a stream you watched), so linking to the video in the WTF/funny/interesting videos thread would be mightily appreciated.
- leileilol
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Re: The New What Did You Last Do Thread
Since Gzdoom is GPL now that means I can knock off its tonemap shaders right?
Testing them out here... note that overbrights are still in play so that may/may not affect them adversely.
Testing them out here... note that overbrights are still in play so that may/may not affect them adversely.
Spoiler: there are eight breasts in this picture.I'm also curious to try them out in a fixed function path (applying a tonemap lookup to the texture loader for lightmap/textures, or model shading routines)
Re: The New What Did You Last Do Thread
I can personally only really stand the right 2 - the "bagel dawson" as you call it looks ugly. I think the bottom right one looks the best.
- Ribo Zurai
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Re: The New What Did You Last Do Thread
I recorded this little gameplay of the alpha from La-Mulana 2 I'm currently testing, as there's currently nothing in this planet that can contain my hype for the final release.
- DoomRater
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Re: The New What Did You Last Do Thread
He just released an explanation video today two hours ago, so I've linked that video in the Funny/WTF videos thread.Jimmy wrote:That's nuts, and has my attention. Though there is a video thread for that kind of stuff (unless it was a stream you watched), so linking to the video in the WTF/funny/interesting videos thread would be mightily appreciated.
Re: The New What Did You Last Do Thread
Damn, just been reading about Intel's new CPUs. I want to try the software renderer with that 12 core / 24 thread CPU. Could it finally defeat Frozen Time?
Edit: some articles even mention a 16 C / 32 T CPU - oh yeah, baby! 4x theoretical speed increase compared to my current i7!
Edit: some articles even mention a 16 C / 32 T CPU - oh yeah, baby! 4x theoretical speed increase compared to my current i7!
Re: The New What Did You Last Do Thread
In good time, my friend.
I can't wait either but I am sure it's going to be at least 5 years before I can afford a system with a CPU like that.
Although, it does concern me that we may be getting to a point where clock speed is the real limiter, and simply throwing more cores at it isn't going to do much of anything in real practical use.
I can't wait either but I am sure it's going to be at least 5 years before I can afford a system with a CPU like that.
Although, it does concern me that we may be getting to a point where clock speed is the real limiter, and simply throwing more cores at it isn't going to do much of anything in real practical use.
- Graf Zahl
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Re: The New What Did You Last Do Thread
We are already there. Several larger ZDoom mods already accumulate 5-6 ms think time per frame. I think it's far more important to separate the playsim from the renderer than to throw even more cores onto the renderer
Re: The New What Did You Last Do Thread
While we're on that, I've been trying to think of the best way to do that. I guess the "easiest" (lazy) way is to simply reiterate the actor classes for their renderer copies, but a more practical way (and with less overhead) might be to redefine render object classes for each visible thinker with only their "visible" variables (XYZ, spritenum, renderstyle, etc) and cross-link them to their gamesim counterparts and back. This would still allow for tracking important changes in the gamesim that need to be sync'd.
Re: The New What Did You Last Do Thread
If you guys make the decorate/acs/zscript part thread friendly I'd be happy with my emulated raiycast being faster
Re: The New What Did You Last Do Thread
Ah, but I never meant whether it was affordable or made sense in any way. I'm just curious to what the performance would actually be. Part of the fun for me with the software renderer and softpoly has been to try see how a modern CPU performs if its maxed out.Rachael wrote:In good time, my friend.
I can't wait either but I am sure it's going to be at least 5 years before I can afford a system with a CPU like that.
I think precisely because more cores will not provide that much practical use we've been stuck at 4 cores for consumer hardware. It has been more worth it for Intel to improve the single core performance, but they've sort of started to get diminishing results there. This new generation is only about 10% faster than my current CPU when it comes to single threaded tasks.Rachael wrote:Although, it does concern me that we may be getting to a point where clock speed is the real limiter, and simply throwing more cores at it isn't going to do much of anything in real practical use.
Unfortunately also a lot harder to do. What's worse, having some frames take 5-6 ms longer than other frames can create nasty micro-stuttering effects.Graf Zahl wrote:We are already there. Several larger ZDoom mods already accumulate 5-6 ms think time per frame. I think it's far more important to separate the playsim from the renderer than to throw even more cores onto the renderer