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fluke

fluke@hachyderm.io

<p>Team leader at JASIC Technology Europe.
Rusty embedded software engineer.
Rewriting Doom in rustlang.
Getting ASUS laptops working with Linux.
NZ Aotearoa</p>

Posts

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    Bloody hell.. So I was using my trueNAS box for a build server for buildroot container images (building x86 images on macOS is insanely slow) the build times were excessive still. Figured out the docker setup was using the raid metal. Threw a spare NVME in for docker and more than halved build time Buildroot compiles a ton of C and CPP code depending on requirements and a whole lot of that shit still uses gnu autotools or other slow checks. Each check is a disc read and fuck are they slow espe...

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    8 months later with a programme change around 4 weeks ago which had a huge impact (went from 83kg to 78kg). It’s been very difficult to reduce the spare tire and moobs but I’m getting there.

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    I&amp;#39;ve done my absolute best to mimic the full correct CRT aspect ration in my software 3D renderer for Doom. This is full 3D, including the level fully converted to polygons (with some glitches).

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    Doom 3D. Fully software 3D, in rust. Lots of small glitches to fix up but is otherwise pretty playable now. The old column based drawing is still in too, with floors drawn as columns instead of visplanes.

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    Software rendered voxels. Software full 3D, levels fully meshed, demo compat. Voxels are not easy to draw well while keeping performance up. I landed on a sort of sliced up voxel model where each face depth of the 3 axis become one shared quad, and do sparse texture. 1000x faster than triangulated

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    I&amp;#39;ve been experimenting with colours in r4d to try and mimic what a CRT looks like (in software, no shaders). Brights are brighter, darks darker, and colour slightly washed out. Overall I think I like the look - the regular game colours on LCD looks super flat after playing it like this

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    Added various options to the engine. Can toggle between classic column rendering and full 3D rendering, voxels, etc. I&amp;#39;ll add some more of the usual stuff like keyboard and mouse config later. Overall this is starting to feel like the version of Doom I want to play.

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    Been working on a doom level editor for my room4doom engine. I was never happy with what was available so why not make my own? Got a lot of features lined up including an orthographic wall and floor/ceil preview for editing, and features that I want for my own engine.