Random "work in progress" shots
category: general [glöplog]
murlord: horror themed demo? :)
It is for a demo, yeah, but I have been experimenting with OpenGL 4. And postprocessing. I want to do NTSC emulation down the track, too, with some CRT phosphor effects.
This will be my first OpenGL 4 prod. And from what I learnt so far, by god its a major difference to OGL of old. Feels so powerful yet most code had to be thrown away or drastically rewritten. For example, good ol GL_QUADS is now dead and you must use shaders for every single object.
This will be my first OpenGL 4 prod. And from what I learnt so far, by god its a major difference to OGL of old. Feels so powerful yet most code had to be thrown away or drastically rewritten. For example, good ol GL_QUADS is now dead and you must use shaders for every single object.
More Werkkzeug for ya! This time, a fractal. It's pretty intensive tho, and also looks freakin' amazing in motion.
that looks good. how you did? wz3? wz4? multitransmultiplyscatterotatorigin... huh? :)
I did it with multitransmultiplyscatterotatorigin. All Werkkzeug1.
I like this.
me, too! handling 3D in 15 instructions.
about the comment: still 4 data-registers left! and not a single adress-register used! :)
about the comment: still 4 data-registers left! and not a single adress-register used! :)
hArDy:
This was after the fix of using just d0 and lots of memory fetches for the shown procedure.
Additionally, it's just a snippet of quite a procedure and this part is just angle adjustment during; be asured that almost all registers are employed ;D
This was after the fix of using just d0 and lots of memory fetches for the shown procedure.
Additionally, it's just a snippet of quite a procedure and this part is just angle adjustment during; be asured that almost all registers are employed ;D
- during
@hardy, here you go:
lea screen4_ax(pc),a0
movem.w (a0),d0-d2
...
...
.skip_az:
movem.w d0-d2,(a0)
lea screen4_ax(pc),a0
movem.w (a0),d0-d2
...
...
.skip_az:
movem.w d0-d2,(a0)
and if you want it even shorter, you can structure your screen4_ax like: dc.w ?,?,?,360 and skip the move.w #360,d3 by expanding the line above to movem.w (a0),d0-d3
Corial, isn't that a little futile since now there's an extra load effective address before the move-multiple which would include the memory-fetch anyways ?
oops ... I mean Optima of course, you're all wearing danish colours, for helvede ;D
And yes, I'll totally append the #360 to the ax/ay/az words and add it to the movem.
And yes, I'll totally append the #360 to the ax/ay/az words and add it to the movem.
Regarding size, you'll gain a little using the lea version. The movem.w d0-d2,screen4_ax is quite big. Regarding speed, I don't know. I haven't calculated cycle counts or looked into cache penalties.
BANANA!
Good looking tool you got there! What is developed with?
@BoyC: Nice font, but such a "demotool"ish interface xD
TLM: bare bones c++ with dx11, no external code save for libpng
visy: yeah the material editor is a bit cluttered, the rest of the tool is a lot more artist friendly :D
visy: yeah the material editor is a bit cluttered, the rest of the tool is a lot more artist friendly :D
you need to hire Jony Ive to remove 95% of your interface ;)
Selection
- music pre-layout for level of excitement
Tuhkamaa
the winner of Instanssi 2014 was actually mostly made in Shadertoy. It took me a ~day to create all the effects.
Here is the shadertoy source.
Raytracing project
Here is a somewhat failed raytracing project of mine. I will probably release a polygon raytracer demo in the future but this for now.
Here is the shadertoy source
the winner of Instanssi 2014 was actually mostly made in Shadertoy. It took me a ~day to create all the effects.
Here is the shadertoy source.
Raytracing project
Here is a somewhat failed raytracing project of mine. I will probably release a polygon raytracer demo in the future but this for now.
Here is the shadertoy source
pony? :O