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Retroquad's Patreon was launched:
patreon.com/mankrip
It will feature content that is way more in-depth than my Twitter and YouTube accounts. All future Retroquad releases will be done through it.
If the minimum goal isn't reached, Retroquad will have to be cancelled.
mankrip retweeted
Vibed up Dreamcast port run like shit? Trying to push polys like Shenmue, but wind up looking like Final Fantasy 7 for PS1? Is your weak SH4 math game holding you back from realizing your full potential on the little white box of dreams?
Well fret no more, fellow DC devs, cuz SH4ZAM v0.10.0 just released, and we're bringing the GAINZ!!!
1) New optimizations for many of the most critical XMTRX-based matrix transforms and more!
2) New accelerated routines for the scalar, vector, quaternion, matrix, and XMTRX APIs.
3) C and C++ minimum language version requirements drop to C11 and C++17 (for all you dinosaurs out there), with extra goodies being added for C23, C++20, and C++23, which are now optional.
4) Swap between SH4 accelerated and fully SW-based back-ends at compile-time now, for troubleshooting potential bugs or for just flexing the FPS diff with and without GAINZ.
5) Initial Cell Broadband Engine SPU back-end added for bringing the GAINZ to the Sony Playstation 3 (by Fancy2209)
6) Nintendo Gamecube and Wii support is now out-of-the-box with the software back-end via libogc(2), with plans for an accelerated back-end specifically for the Gekko PPC CPU in the future.
7) MinGW-w64 compiler support with CI verification.
8) New AI/LLM-friendly documentation, so all you vibers out there can direct your audacious little clankers to sh4zam.com, where they can HOPEFULLY learn how to use my shit properly now. ;)
9) Critical bugfixes since previous release.
GET IT WHILE IT'S HOT:
github.com/gyrovorbis/sh4zam…
mankrip retweeted
Being autistic means you get taught that lying is bad and you should be kind, and you internalize that, and then for the rest of your life everyone thinks youre a stupid idiot because you dont lie at the right times
mankrip retweeted
Taking a page from ID's book I made the grunt by just working over the Ranger pic lol.
#Quake
mankrip retweeted
1 hour Quake doodle, but I recorded my process this time if people are curious to see it in action! It's in the reply. Unedited footage so it's a bit slow but whatever. Bring music and snacks!
mankrip retweeted
I think I’m going to release the projection texture software for free. I don’t really feel up to handling customer support for a paid version.
The video below shows a test of the projection texturing system on de_dust2. The software can texture outdoor environments too, but so far I’ve been getting better results with interiors.
mankrip retweeted
💀 Veins of Iron - a gothic horror FPS for the original SNES!
20 levels • 5 weapons • 8 enemy types • 4 bosses
⚡ 30 FPS on real SNES hardware via a custom co-processor
📦 Boxed PAL & NTSC editions
Back us on Kickstarter:
kickstarter.com/projects/mod…
mankrip retweeted
Quake for Commodore 64 finished and released!
Four weapons, nine enemy types, E1M1-E1M7 included.
Menu music by Mandy Kane.
Download: kweepa.itch.io/quake64
Source: github.com/Kweepa/Quake64
youtube.com/watch?v=1Qyk-lac…
mankrip retweeted
My daughter (Alaura) has had a hard year, the kind of year no 7 year old should ever have to have. This dedication means so much to her, and to her whole family! Our heartfelt thanks to everyone at Atari and Disney who was involved in the approval.
I just released my improved HD conchars texture for Quake.
You can get it here:
patreon.com/mankrip/posts/im…
mankrip retweeted
Following three years of development, FluidNinja LIVE-2 released - free to download at the community server
#FluidNinja #UE5 #realtimeVFX #VFX #gamedev
mankrip retweeted
テクスチャ作成補助ツール「PictureToTexture!」をアップデートしました!
ルーペ機能や画面全体を使ったデザインに変更しました。
こちらからダウンロードできます↓
compa-ny.booth.pm/items/6799…























