Message from @M4Gunner

Discord ID: 429503115541348364


2018-03-31 04:33:17 UTC  

Reminder that it's 2018 and we still have AAA games where objects fall through the floor or pass through walls because of bad math.

2018-03-31 04:33:49 UTC  

Ha, I'd love to know more about what causes issues like that. Because in Doom editing you would never have that happen unless it was very clearly your fault as the mapper

2018-03-31 04:35:04 UTC  

And yet in Doom 2016 we still have floordeaths

2018-03-31 04:37:24 UTC  

I remember a game developer giving his account on a Playstation 1 game; how they couldn't figure out why the character was falling through the triangle mesh in the floor. So they just changed it so all triangles are scaled up before calculating, so they all overlap.

2018-03-31 04:38:49 UTC  

how about the PS1's (unintentional)polygon warping? is that affected by low precision?

2018-03-31 04:39:52 UTC  

You mean the textures?

2018-03-31 04:40:30 UTC  

maybe its just texture warping, but it appears as if the shapes themselves are bent and jagged

2018-03-31 04:41:54 UTC  

I think the PS1 only had fixed point math for vertex transforms.

2018-03-31 04:42:30 UTC  

And the textures was because the GPU didn't have hyperbolic interpolation (or "perspective-correct texture mapping".)

2018-03-31 04:42:57 UTC  

Because it requires doing one division per each pixel.

2018-03-31 04:45:52 UTC  

But hey, it's a charming characteristic, just like the sprite flickering on the NES.

2018-03-31 04:47:17 UTC  

spriteflicker is just the programmer crying out in poverty

2018-03-31 04:50:07 UTC  

I wish somebody would make a AAA game today with a PS1 filter.

2018-03-31 04:50:21 UTC  

Does it have to be AAA?

2018-03-31 04:50:29 UTC  

Jus tlike Capcom made the new Megaman with a spriteflicker option.

2018-03-31 04:50:43 UTC  

Theres some new 90s style fps coming out with many lo-res gfx settings

2018-03-31 04:50:49 UTC  

Yes, AAA, those super realistic graphics that cost hundreds of millions of dollars to make.

2018-03-31 04:51:13 UTC  

Just for the lulz.

2018-03-31 04:51:25 UTC  

I just tank the resolution for that

2018-03-31 04:51:35 UTC  

Far Cry 5 with PS1 graphics glitches.

2018-03-31 04:52:02 UTC  

I *know* someone's written a ps1-style warped textures shader for glsl or whatever

2018-03-31 04:53:35 UTC  

I'm into it, as long as there's options for more modern clarity. but if your marketing angle is retro graphics in 3D, youre wasting millions in art budget for 4k textures

2018-03-31 04:55:43 UTC  

so you'd have to draw the line somewhere for all sorts of different things. You want AAA modeling with 64x64px textures and 256 indexed colors?

2018-03-31 04:57:56 UTC  

Would you rather have something that worked in ENBoost so you could run it over any AAA game?

2018-03-31 04:58:47 UTC  

Or do you want the designers to adhere to the aesthetic as sort of a religion

2018-03-31 05:01:33 UTC  

Personally I'm into sprites in 3D, pushing hundreds+ of sprites at once, and mixed low and medium res textures, with lots and lots of flashy effects, and I don't need any sort of realistic physics or complex hitboxes. Modeling is too expensive

2018-03-31 05:06:33 UTC  

there's also an added difficulty that comes with playing at the lowes res with the fx maxed out, for sure scoreplayers are gonna turn all that s††† off

2018-03-31 05:08:18 UTC  

I like Doom2016's Chromatic Aberration but they need an option to turn it way up

2018-03-31 05:14:27 UTC  

Some (newer retro indie) 2D games have an option for EGA palette, or NES GameBoy etc palette, imagine someone going far as to make a 3d game with a graphics mode to mimic ps1, n64, and saturn respectively? what a mess

2018-03-31 05:16:20 UTC  

and then the purists come in with their hardware tests to shame if you get forget to add some weird erroneous behavior

2018-03-31 05:32:50 UTC  

Assembly: the circlejerk

2018-03-31 07:02:07 UTC  

you couldnt even form a semicircle with the number of people here interested in assembly

2018-03-31 07:03:11 UTC  

what's your aversion? It's not a growing problem f†††ing up your life or your loved ones, so its definitely not cancer

2018-03-31 07:04:12 UTC  

someone's butthurt

2018-03-31 07:04:49 UTC  

only cause i have an intestinal condition

2018-03-31 15:28:13 UTC  

@Deleted User This is another one, one more to go.
```
.data

print: .asciz "%d\n"
scan: .asciz "%s"

inW: .string ""

.text

.global main

main:

push {fp, lr}

ldr r0, =scan /* r0 <- &scan */
ldr r1, =inW /* r1 <- inW */
bl scanf /* calls scanf */
ldr r2, =inW /* r2 <- inW */

mov r1, #0 /* r1 <- 0 */

loop:
ldr r4, [r2] /* r4 <- *r2 */
mov r3, #0 /* r3 <- 0 */
cmp r4, r3 /* compare r4 and r3 */
beq loop_end /* branch to loop_end if r2 equals r3 */
mov r3, #1 /* r3 <- 1 */
add r2, r2, r3 /* r2 <- r2 + r3 */
add r1, r1, r3 /* r1 <- r1 + r3 */
b loop /* branch to loop */

loop_end:
ldr r0, =print /* r1 <- addr_print */
bl printf /* calls printf */

pop {fp, pc}

```

2018-03-31 20:50:50 UTC  

Are you using an ARM simulator and if so which one?

2018-03-31 20:54:54 UTC  

@M4Gunner I'm using a raspberry pi 3

2018-03-31 20:58:24 UTC  

no simulator

2018-03-31 21:05:17 UTC  

Is there something you use to get code onto it quickly besides swapping out SD cards? Or you can use USB?

2018-03-31 21:18:11 UTC  

@M4Gunner I hook it up to my monitor and code directly on it.