Tag Archives: optimize

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

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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’. This bears some similarity to 8088 Domination, where the video is encoded … Continue reading

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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

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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

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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

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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

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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

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