Daniel Fairchild

Daniel Fairchild

@dfchil.bsky.social

47 followers64 following104 posts

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Keyboard controls are: I/J/K/L — analog movement Arrow keys — D-pad/menu navigation V — right trigger / thrust F — left trigger / brake X — Dreamcast A / confirm / fire C — Dreamcast B / back / mine S — Dreamcast X D — Dreamcast Y Enter — Start

The shims are translators. The game still “speaks Dreamcast,” but the shim translates its graphics, sound, controls, and file-saving commands into something a modern computer or web browser understands.

I'm wondering if the PowerVR CLX2 in the Dreamcast can do triangle fans? I know it slows down on degenerated triangle strips, but what if all the even numbered vertices in this strip had the same coordinates? Would every other triangle being a little bit degenerated cause problems?

Daniel Fairchild reposted

Replying to @berlinbridge.bsky.social

If you want to end the war, force Russia into a position of such economic & military weakness that ending the war is their least painful option.

Daniel Fairchild reposted

If you aren't already following along with the development of dRxLaX, you should check it out! It's one of the hottest, most highly anticipated upcoming original homebrew titles for the Sega Dreamcast!

Daniel Fairchild@dfchil.bsky.social

22+ years ago I made a small multiplayer game on the Dreamcast. The younger me had big plans for what the game should be. Plans that were first postponed, then forgotten. I was recently reminded of and got the opportunity to begin realising those plans: y2u.be/Caa4A6y7fvI

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ps. I forgot about hardware sprites which are used extensively for the glow effects and linear color interpretation between vertices (player ships), although mentioning the latter brings us to maybe not so special CLX2 feature territory ;) I probably won't find good use for trilinear filtering.

pps. And if you wonder why I seemingly write to you as if I know you, which isn't quite the case, it is because I had the pleasure of interacting a little bit with you on the Dreamcast Technical pages forum back around the turn of the millenium, when I was first trying my hand at making a game.

I currently utilise FSAA, modifier volumes, 4 and 8bit palletised textures and vq encoded textures in combination with the, for the time, generous amounts of VRAM. I will find a way to show of bump mapping as well. Can you think of other special CLX2 features that should be showcased here?

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