Dev @infiniteflight - Airplane pilot - Guitar/Bass/Drums - Cats - Robots. Opinions are my own. Side projects: OpenXR on MacOS, OpenDBC and many other ones.

France
Joined June 2009
Yannick Comte retweeted
I’m at Unreal Fest Shanghai right now. They just announced that keeping Blueprint support is NOT one of their requirements for early versions of UE6 anymore and support might already be completely removed right at the beginning.
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This is a preview of the VR port of Blood 2 the Chosen on the Meta Quest 3. I've a bug with gibs particles, it slow downs a LOT the game. Otherwise the framerate is perfect (of course, it runs on a Pentium 2). Adding IK to the arms make it very immersive <3 Ready to live again?
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I've openblood2 running on the Meta Quest 3, and it's awesome :D
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OpenBlood2 status update: - All levels can be loaded, including multiplayer ones, but you can only play in solo (for now) - New optional PBR rendering, with material system. It adds more depth and it's a little more shinny - New input system that support: Keyboard, Mouse, Gamepad (Yes !), Touch, VR - Save/Load System Meta Quest support will be pushed today on github... it's early, but yeah it's coming :-D Post Processing will follow, then multiplayer :O github.com/demonixis/OpenBlo…
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I'm thinking about crazy ports after that, like Dreamcast or other consoles cc @falco_girgis
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This is insane :-O aggressive optimizations makes a lot of things possible.
Hooooooly SHIT. I just came home to Lamb2k1 taking us from slideshow to PLAYABLE AND FUCKING GORGEOUS with his upcoming port of Resident Evil 4 to the Sega Dreamcast!!! GAAAAINZ!! Here's a direct hardware capture of me playing through to the starting cabin with the first enemy encounter... with settings enabled for high visual fidelity, such as 2x horizontal FSAA and far draw distance. Evidently Lamb2k1 and his audacious little clankers have been busy AF, starting with him telling them to redo all of the renderer and math in the port to use my SH4ZAM library to the fullest... which is funny, cuz I just made a few more micro gainz that I have yet to push for some of these commonly used matrix routines! BUT additionally, he's done some voodo such as: 1) Leveraging a special Katana-like "chunking" model format for the rooms. 2) Precomputing a lot of things up-front for room AI. 3) Culling WAY more aggressively than the GC or PS2 versions were doing. 4) Leon's jacket doesn't update as frequently anymore... lmao! There's still a LONG ways to go, and it slows down plenty under load, but... WHOAH.
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😭😭😂😂😂
Guys, try not to mess with Argon 4 😭
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Introducing FerroUI a cross-platform UI framework for Rust: a retained-mode control library with a styled property system, data binding, XAML markup, control themes and a composition-based renderer. A port of Avalonia. github.com/wieslawsoltes/Fer…
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More OpenBlood2 screenshots! vertex and pixel lighting, shadows (using projectors), cut-scenes, weapons, inventory, music, sounds, SFX, VFX.... But the engine code misses some parts so the game randomly crash when entering some areas. Nothing hard to solve because everything is logged. But this is probably the hardest part now. If some of you want to beta test, I'll be happy to send some builds to get some logs ;-) I'm working on supporting the demo too, so everyone will be able to try it.
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Original lightmaps support <3, shadows are coming
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Some numbers before and after for the CityHub level: - Draw calls: 4275 -> 238 - Uploaded data: 3,3mb -> 117kb (insane ah ah) - Average frame: 3,25ms -> 1,65ms Approx 600fps on a Macbook Air M5 with an external 3440x1440 display. That's not so bad !
Now that OpenBlood2 is well advanced, I spent some time optimizing the rendering: - Frustrum culling - Material sorting - Batching - GPU Skinning (This is big when you have a LOT of mobs/npcs) The original game runs on an Intel Pentium 2, the recreation will requires more because of the modern graphics APIs (Vulkan/Metal), but it should work well with iGPU.
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Now that OpenBlood2 is well advanced, I spent some time optimizing the rendering: - Frustrum culling - Material sorting - Batching - GPU Skinning (This is big when you have a LOT of mobs/npcs) The original game runs on an Intel Pentium 2, the recreation will requires more because of the modern graphics APIs (Vulkan/Metal), but it should work well with iGPU.
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Awesome 😎
Was not expecting this to blow up but...a lot of people noticing the frame rate. Yep, the port is extremely early. Culling, lower LODs, and Falco Girgis' math pass needs review but the game is playable. The CPU is the bottleneck here. The Dreamcast has a CPU more than 3x slower than the Xbox's and 1/4 of the RAM. Getting everything ported first running and then optimisation later. All the animations and enemy AI eat into the CPU extensively. Halo had pretty decent AI and far beyond pretty much any Dreamcast game.
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Some OpenBlood2 news. We've the original music system working :-D The UI is a debug one, there is no work about UI/Menu yet but I needed something to see HP/Ammo and available weapons. Do I add cheatcodes like the original one?
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Performance are terrible for now, I'll do something for that later because the more important right now is to have the entire game playable again. Then: - Performance - Graphics overhaul - New graphcis features (bloom, SSAO, SSR, Realtime lighting) - Mods...
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No way 😱 this time it’s Mac gaming on Linux and not windows gaming on Linux 😂😂😂
League of Legends is playable on Linux again! 🤯🐧 A developer spent a month working on a solution based on the macOS version, improving the Darling project with AI-assisted development to help get LoL running on Linux. Darling: github.com/darlinghq/darling LoL on Linux: github.com/lucannez64/darlin… ⚠️ Some setups may not work out of the box.
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Sad but true
Infinite tokens and you still produce an electron app...
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Following my previous post, here is a first video of my 4th attempt to recreate Blood 2 The Chosen. This time, it's very cool, no hack or stuff like that, just the original game.
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Some OpenBlood 2 news (just before posting a cool video) - I'm rebuilding a new project from scratch - It uses the original source code, updated to compile on x64 and arm64 - It's statically linked to the new engine, so no compat with the old dll - It's crossplatform (like other prototypes), developped mainly on Linux and Mac - The original source code already do a lot and for the first time, animation, level rendering, etc.. are exactly like the original game. For instance cut scene are working <3 There are a LOT of work to do, but this is the best chance to get a really working version of blood 2 the chosen on modern hardware
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