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BGB

Member Since 02 Feb 2013
Offline Last Active Aug 31 2014 11:28 AM

Journal Entries

BGBTech: The Status Update > Software OpenGL Rasterizer + Quake 3 Arena

Posted 25 April 2014

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...


BGBTech: The Status Update > Software OpenGL Rasterizer + Quake 2

Posted 17 April 2014

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).
a...


BGBTech: The Status Update > BTIC1C Screen Capture: Performance and older HW...

Posted 29 March 2014

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...


BGBTech: The Status Update > partial status: HDD crash, in-engine profiler, new clouds/...

Posted 03 March 2014

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...


BGBTech: The Status Update > Partial: 2D Animation, video recording improvements...

Posted 22 February 2014

well, status recently:
lame...


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...


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