When I was a 16-bit game graphics creator, I got accustomed to thinking in multiples of 16, for sprite dimensions, game scenery patterns, image resolutions, RGB color values and more.
That became a lasting habit. Even now, long after using multiples of 16 was necessary, I'm still entering 16, 32, 48, 64, et cetera, when numerical input is required. Does anyone happen to recognize this? 🙂
With the news that @GIMP is expected to finally launch its 3.0 release in May... I'm wondering if I should hold off on learning how to use the app, until they actually release it?! 🤔
I’ve been having a bit of a play around with my Agon Light, trying to come up with some ideas for a future video. I’ve discovered it has quite a nice 320×240 64 colour video mode that has just enough pixels to be interesting.
Here’s a little thing I managed to create.
TIt started off as a little discussion with ChatGPT and ended with a Python and PyGame program that drew one spinning shape in the middle of the screen. I’m finding ChatGPT is quite good for coming up with code that I would have otherwise spent hours trying to figure out.
The code isn’t the most efficient, I’m using floating point maths all over the place – on a device with an eZ80 CPU that doesn’t have an FPU. Writing this to use fixed point maths is an exercise for future me.
Leona has been busy creating background NPCs for one of our games. It certainly won't be out before 2025 but you're welcome to follow progress. Its an adventure game like none we've ever produced (probably because its our first!).
It seems like so much energy has been spent making realistic CRT filters for upscaled #retro games, but there’s such a great opportunity to be creative with naturalistic textures.
Here’s some potential examples, knit sweater, glass tiles, cross-stitch. And these are 720p, works even better at higher resolutions.
A cow grazing in a flowery meadow, painted in vibrant pop art wpap style. The bright colors and bold lines capture the essence of nature's beauty.
Eine Kuh, die auf einer Blumenwiese weidet, gezeichnet in einem hellen wpap Pop-Art-Stil. Lebendige Farben und kräftige Linien fangen die Essenz der Schönheit der Natur ein.
A cunning fox depicted in vibrant pop art style, with bold colors and dynamic shapes, capturing the sly and mischievous nature of the clever creature.
Ein schlauer Fuchs im lebendigen Pop-Art-Stil mit kräftigen Farben und dynamischen Formen, der die schlaue und schelmische Natur des klugen Wesens einfängt.
Playing around with Cairo, using the Rust bindings! I don't have any practical ideas to utilize what I'm learning yet, but it's fun to experiment with nonetheless ✏️
Vulkan triangle example running on #BeaglePlay board with today’s @fedora rawhide and no additional packages. May not seem a big deal but it’s quite exciting for someone who started his Linux Arm journey more than a decade ago working with a TI OMAP3 platform! #linux#graphics#fedora
Any #wii / #gamecube#homebrew devs able to help me with using the #GX API?
I'm adding a Wii backend to a #graphics programming assignment as a joke but I can't advance much further without help.
I'm struggling with textures loading weirdly (using the TPL functions from libogc), and I'd like to support some form of specular lighting (I see GX_AF_SPEC is a thing).
I've tried to join the #libogc IRC room but it seems the server is down.
Support WebGPU on Android, use of DXC for shader compilation, timestamp queries in compute and render passes, default entry points to shader modules, support display-p3 as GPUExternalTexture color space, memory heaps info, and more.
Pop art painting depicts a rat-like figure, highlighting the diversity of human nature and the idea that not everyone fits the mold.
Das Pop-Art-Gemälde stellt eine rattenähnliche Figur dar und unterstreicht die Vielfalt der menschlichen Natur und die Idee, dass nicht jeder in dieses Schema passt.
What's New in WebGPU (Chrome 121) | Blog | Chrome for Developers (developer.chrome.com)
Support WebGPU on Android, use of DXC for shader compilation, timestamp queries in compute and render passes, default entry points to shader modules, support display-p3 as GPUExternalTexture color space, memory heaps info, and more.