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sklopec
searching PlanetScale…
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by
sklopec
4mo ago
That's really cool. Thinking about modern games, a single character model probably has more vertices than my entire level (and yours probably), so it's definitely reasonable to expect occlusion culling for such simple geometry mig
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by
sklopec
4mo ago
How so? Doing this with modern OpenGL would be much simpler than the software rasterizer solution. I think I'm gonna have to do it anyway, because some players claim they get nausea when playing at such low resolution (320x240), and th
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by
sklopec
4mo ago
>I notice the colors also become more saturated after postprocessing in your examples, is this after it finds the closest color in the palette or the result of the postprocess? It's the result of the Blender compositor postprocessin
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Making Graphics Like it's 1993
(staniks.github.io)
955 points
by
sklopec
4mo ago
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161 comments
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Serious Sam handled massive amounts of enemies on 56k modem connections
(staniks.github.io)
412 points
by
sklopec
2y ago
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165 comments
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Serious Engine – Multiplayer Explained
(staniks.github.io)
2 points
by
sklopec
6y ago
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0 comments