Know what I mean, Vern?

Northern NJ
Joined July 2009
Greg Brooks 🦴 retweeted
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Greg Brooks 🦴 retweeted
MOTHER OF GOD. Actual hardware capture directly recorded from my Sega #Dreamcast running the latest build of jnmartin's masterpiece "Next-Gen" #Doom 64 port... you've never truly experienced the game until you've played this shit. Within the span of just a few short months, this has gone from a pretty direct port of an N64 classic, simply looking to dabble in a couple dynamic lights and wondering if the DC could actually pull off bump mapping in real-time, to a bajillion dynamic lights, everything bumpmapped to shit, dynamic vertex tessellation to improve triangle density for lighting interpolation, epic compression schemes for streaming normal maps quickly, dynamic lights for all of the candles and torches within the environment, and pushing so many polygons due to all of the extra render passes and using so much video RAM for all of the verts and textures, that he has pretty much morphed this 5th gen game into a an epic 6th gen graphical showcase... AND HE'S STILL NOT DONE! #gamedev #retrogaming #cplusplus
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Friday Developers Fun 🤣 Code reviews #developers #meme #fridayhumor
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Greg Brooks 🦴 retweeted
I came across this news in an issue of New Computer Express and was delighted to find the episode did air. Here you can watch Arthur C Clarke get terribly excited about his Amiga 2000 and "black holes" in a Mandelbrot set youtu.be/jxWNn-TtnDE?t=1177
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Greg Brooks 🦴 retweeted
just a psa that LinkedIn has this setting on by default, you'll need to go to Settings->Data Privacy-> Data for Generative AI Improvement to flip it off
New from 404 Media: LinkedIn is training AI on users before updating its terms of service. People noticed a new setting on generative AI. I asked LinkedIn, they said they're updating their terms "shortly." They went ahead and trained AI w/o updating 404media.co/linkedin-is-trai…
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"Steamed Hams", Jeff Daniels' latest VIC-20 game, was a big hit at #VCFMW last weekend. People were spotting it from 100' away (no exaggeration) and coming over to check it out. jeffdaniels.itch.io/steamedh…
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Greg Brooks 🦴 retweeted
Chief Wiggum, Springfield PD, here… they’re doing WHAT?
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Greg Brooks 🦴 retweeted
I'd like to start a petition for @HiRezStudios to release the source code for the Starsiege: Tribes. They released the game as freeware back in 2015, so why not go one step further? This game is just begging for a Dreamcast port! Retweet if you agree!
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Greg Brooks 🦴 retweeted
Today's the big day! Anyone camping out? #Dreamcast25
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Greg Brooks 🦴 retweeted
I love online
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Greg Brooks 🦴 retweeted
The #GTA 3 port to the Sega #Dreamcast has been progressing at an incredible pace. It's been amazing to see the whole DC community come together to tag-team this "impossible" project... Here it is running on a stock DC, no longer requiring the 32MB RAM hardware modification, only a few weeks into development. Since I finally got the time to sit down, build the codebase, and look into some of what I think is the critical path for performance, let's talk about some technical shit, and some of the future steps I think can be taken to further improve performance. First of all, I want everyone to take note that this is NOT a port of the PS2 version. This is a port of the PC version, which has extra content, increased draw distance, improved textures, and other things that have actually increased the challenge here... Whether the DC version will ultimately have these additions or not will remain to be seen, but we're running into plenty of shit that the PS2 didn't have to worry about (like these big-ass PC replay saves won't fit onto a Visual Memory Unit!) Secondly, lets talk about what is and isn't currently optimized, because it's absolutely vital that the DC's hardware is fully utilized here for the sake of performance and achieving a competitive polygon count. Unlike with modern devices, where the whole graphics pipeline is handled by the GPU, both the PS2 and Dreamcast were responsible for transforming and doing lighting calculations for each vertex BEFORE they got submitted to the GPU. The PS2 had a vector coprocessor to do this, while the Dreamcast had a few extremely important SIMD and fast math assembly instructions on its CPU to do these computations. Up until literally just a few hours ago (not shown in this footage), the Dreamcast's SH4 was doing 100% of these operations in slow-ass plain C and C++ code, which is absolutely sub-optimal and is immediately bogging down its CPU with just transforming vertices, bottlenecking the entire graphics pipeline on the fist T&L stage, and also leaving less CPU time for handling other gameplay logic... this is going to absolutely have to be addressed (and already has begun to be). Another issue that is crippling performance here is the fact that the models are all using individual triangles rather than triangle strips, which the Dreamcast's PVR GPU was designed to handle better... Converting these models to use strips rather than individual triangles will result in MANY different gainz for the DC, as you're going from 3N to N+2 vertices per triangle. Converting the models to triangle strips will 1) reduce load times, since model assets will be smaller 2) reduce the amount of video memory required to hold these vertices on the GPU 3) reduce the amount of shit that must be transferred from the CPU to the GPU and 4) give us back a bunch of CPU time, since the SH4 will be less bogged down transforming redundant vertices! TL;DR: This is still EXTREMELY suboptimal in terms of fully utilizing the graphical potential of the Dreamcast. There is going to be a LOT that can be done still to both improve performance and polygon counts, so stay tuned! FINALLY: Mad respect and love to @poiitidis, for doing an amazing job leading this project, and to @Frogbull55 , Esppiral, and everyone else who is helping us stick it to the PS2 by making this happen! #gamedev #retrogaming #cplusplus
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Greg Brooks 🦴 retweeted
Man, time flies: Jerry Seinfeld’s 17-year-old girlfriend turns 50 next year.
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Greg Brooks 🦴 retweeted
New version of #JoEngine for the #SegaSaturn with Voxel support !😀(and some other features & fixes). Let's do some homebrew on our beloved console !🎮 github.com/johannes-fetz/joe…
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Greg Brooks 🦴 retweeted
Meanwhile, over in the skies... – at Shoreline, WA
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Here's 10+ minutes of Norm Macdonald shitting on OJ Simpson
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Greg Brooks 🦴 retweeted
Phone number privacy and usernames are now rolling out to everyone using Signal version 7.0! Update your app to take advantage of these new features 🎇
Introducing usernames and phone number privacy on Signal! We’re making it possible for people to connect with each other without having to share phone numbers. Now launching to beta users, available for everyone soon. signal.org/blog/phone-number…
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Greg Brooks 🦴 retweeted
Toys for Bob is going independent toysforbob.com/blog/2024/Wer…
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