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BGBTech: The Status Update

Software OpenGL Rasterizer + Quake 3 Arena

Posted by BGB, 25 April 2014 · 847 views

second test with Quake3 Arena, this time in 1440x900...

differences from before:
* More performance tweaks / micro-optimization;
* Now the rasterizer supports multiple threads (2 threads were used in this test, with the screen divided in half);
* Inline ASM is used in a few places;
* ...

it is still sort of...

Software OpenGL Rasterizer + Quake 2

Posted by BGB, 17 April 2014 · 1,079 views

basically, lacking much better to do recently, I wrote a basic software rasterizer and put an OpenGL front-end on it, then proceeded to make Quake 2 work on it:

yes, kind of sucks, but there are some limits as to what is likely doable on the CPU.
also, it is plain C and single threaded scalar code (no SSE).

BTIC1C Screen Capture: Performance and older HW...

Posted by BGB, 29 March 2014 · 833 views

I had recently fiddled some with BTIC1C real-time recording, and have got some interesting results:

main desktop PC, mostly holds a solid 29/30 fps for recording.
* 1680x1050p30 on a 3.4 GHz Phenom II X4 with 16GB PC3-1066 RAM.

it holds 25-28 fps on my newer laptop:
* 1440x900p30 on a 2.1 GHz Pentium Dual-Core with 4GB RAM.

it does a solid 30 fps on my...

partial status: HDD crash, in-engine profiler, new clouds/...

Posted by BGB, 03 March 2014 · 797 views

so, what happened recently:
one of my HDDs (in this case, a Seagate 2TB drive) decided to die on me mostly without warning.
* curse of Seagate: damn near every time I have used a Seagate drive, it has usually ended up dying on me.
** sort of like my experience with ASUS motherboards...
*** had reliability problems with several ASUS MOBOs, got a Gigabyte M...

Partial: 2D Animation, video recording improvements...

Posted by BGB, 22 February 2014 · 856 views

well, status recently:

started working on a 2D animation tool, but then ran into UI complexities;
UI handling in my 3D engine has become a bit of a tangled mess, and there is no real abstraction over it (most things are, for the most part, handling keyboard events and mouse movements...);
there is theoretically support for GUI widgets, but I wro...

misc: BTLZA (LZ77+Arithmetic), ...

Posted by BGB, 20 January 2014 · 654 views

recently threw together this thing:

what is it?...
basically, an extended form of Deflate, intended mostly to improve compression with a "modest" impact on decoding speed (while also offering a modest boost in compression).

in its simplest mode, it is basically just Deflate, and is binary compatible;...

Status: New version available, Codec-lib Zip

Posted by BGB, 05 January 2014 · 707 views

see here:

a new version of the engine is available.

as well, the image codec library (BGBBTJ) is also available as a stand-alone zip:

little provision is made for out-of-box use, as in, if anyone wants to compile or mess with...

Status: BTIC1C + BC6H and BC7, Expanded RGB depth.

Posted by BGB, 24 December 2013 · 738 views

well, first off, recently did a test showing the image quality for BTIC1C:

this test was for a video at 1024x1024 with 8.6 Mbps and 0.55 bpp.

as noted, the quality degradation is noticeable, but "mostly passable".
some amount of it is due largely to the conversion to RGB555, rather than actual quantization arti...

misc: added more features for BTIC1C...

Posted by BGB, 19 December 2013 · 648 views

well, the BTIC3A effort also kind of stalled out, mostly as the format turns out to be overly complex to implement (particularly on the encoder). I may revive the effort later, or maybe try again with a simpler design (leaving blocks in raster order and probably designing it to be easier to encode with a multi-stage encoder).

so, I ended up for now just...

Possible: BTIC1E (BPTC / BC6H / BC7 + Video Codec)

Posted by BGB, 08 December 2013 · 993 views

yes, yet more codec wackiness...

seeing as how my graphics hardware has a limited number of options for (non DXTn / S3TC) compressed texture formats, but does support BPTC / BC6H / BC7, which hinder effective real-time encoding (*), it may make sense to consider developing a video codec specifically for this.

*: though there is always the option of "ju...