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Meta
Tag Archives: optimize
Area 5150, a reflection
As I said in my previous coverage of Area 5150, I was not sure whether I should comment on the demo. But I have given it some thought, and have decided to give some background info on the development process. … Continue reading
An Amiga can’t do Wolfenstein 3D!
Like many people who grew up in the 80s and early 90s, gaming was a 2d affair for me. Scrolling, sprites and smooth animation were key elements of most action games. The Commodore 64 was an excellent gaming machine in … Continue reading
Posted in Oldskool/retro programming
Tagged Amiga, bitplane, Catacomb 3-D, DOOM, DOS, Dread, EGA, Mode X, oldskool, optimize, PC, Wolfenstein 3D
18 Comments
DirectX 12 and Vulkan: what it is, and what it isn’t
I often read comments in the vein of: “… but vendor A’s hardware is designed more for DX12/Vulkan than vendor B’s”. It’s a bit more complicated than that, because it is somewhat of a chicken-and-egg problem. So I thought I’d … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development, Software news, Vulkan
Tagged AMD, assembler, Async compute, Code, compiler, Direct3D, DirectX 12, driver, DX11, DX12, DX12_1, Engine, FL12_1, gaming, graphics, Intel, Mantle, nvidia, OpenGL, optimize, performance
11 Comments
8088 MPH: The polygons
The last effect in 8088 MPH to be discussed is the polygon renderer. As already mentioned earlier, it is not a regular polygon renderer, but actually a ‘delta-renderer’: it does not rasterize pixels directly, but for each scanline, it uses … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 5150, 5160, 8088, 8088 mph, ASM, assembly, CGA, dither, flatshade, IBM, IBM PC, IBM PC/XT, Intel, lambert, optimize, polygon, rasterize, span buffer, video memory
4 Comments
8088 MPH: How it came about
Well, you’ve already seen the demo in my previous post. And Trixter, reenigne and VileR have already covered most of the technical details in these articles: 8088 MPH: We Break All Your Emulators 1K colours on CGA: How it’s done … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 4.77 MHz, 8088, 8088 mph, assembly, CGA, Composite, demoscene, DOS, IBM CGA, IBM PC, IBM PC/XT, NTSC, oldskool, OpenWatcom, optimize, polygon, programming, retro
16 Comments
Test Drive’s pixelized transition effect
Today I want to talk about the transition effect in the game Test Drive from 1987. The effect will switch from one image to the next by replacing it pixel for pixel in a somewhat randomized pattern: I discussed this … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged ASM, assembly, DOS, graphics, MS-DOS, optimize, performance, retroprogramming, screen pixels, Test Drive, x86
4 Comments
1991 donut – final release
No-XS has composed a special EdLib track for me to use in the 1991 donut, so I could finish it properly and release the final version: There are a number of small changes and tweaks, I will just quote the … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 1991 party, assembly, bitplane, demoscene, donut, EGA, final version, MS-DOS, oldskool, optimize, party version, PC, performance, polygon, retro, retroprogramming, torus, VGA, x86, youtube
2 Comments
Just keeping it real, part 10.1
Last time, I covered the basics of doing multiply and divide with 8-bit numbers. So far, these routines only worked for unsigned numbers. This time I will show how to add support for signed numbers, some ways to extend these … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 6502, 6510, 8 bits, addition and subtraction, assembly, C64, Commodore 64, computer, demoscene, divide, mutiply, naïve approach, oldskool, optimize, status flags, steve wozniak, technology, timing
1 Comment
Just keeping it real, part 10
Let’s explore the Commodore 64 some more. The topic today is: mathematics. And again, we are going to keep it real, VERY real. I have to admit, originally the ‘keeping it real’ was mainly a play of words on the … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 6502, 6510, assembly, C64, Commodore 64, computer, demoscene, divide, mutiply, oldskool, optimize, steve wozniak, technology, timing
2 Comments