samlittlewood

Joined 18 years ago

Karma
2,216
Submissions
274
Member since
May 27
Graphics, games, embedded systems.

Currently bashing video data at v-nova.com

[email protected]

View on Hacker News

Recent submissions

Comment · 1 month ago
There was a NES and later SNES prototype (By Pete Warnes and Carl Graham) that was IIRC the focus of the 3D chip discussions. X was cool, and a good selling point (and predated the NES work), but there was (again IIRC) no interest on going further with 3D on GB. Seeing custom hardware on carts (Pilot wings, Mario Kart?) and having dealt with the custom hardware on the Konix, gave Jez a good avenue to explore with Nintendo.
Comment · 1 month ago
Comment · 5 months ago
Comment · 1 year ago
Have a look at the BMFA - http://https://bmfa.club. They have a directory of clubs and pointers for learning.

You will need insurance and CAA flyer/operator IDs. This can be arranged through club, or directly via the BMFA above.

Some of the clubs can be rather .... err ... clubby - older members whose hobby has become running the club the way see fit, vs. flying planes.

Comment · 2 years ago
So tempted to try this myself in another language - just so I can call in ‘tungsten’.
Comment · 2 years ago
Comment · 3 years ago
My goto for this is ‘strace’
Comment · 3 years ago
Cool! I saw this link and your books came to mind as another example of how material like this is vital for seeing (amongst other things) how creative endeavours cope with ‘the other 90 percent’ of projects.
Comment · 3 years ago
Please no! People will start hanging around trying to do clever programmer stuff, and then we will be in all sorts of trouble.
Comment · 4 years ago
Quite a few games (eg: Starfox) in the 90's would use BSP in a slightly different way - purely within each object. The tree would be generated offline (mechanically or by hand), and would often be some sort of branching bytecode (test this, draw that etc.)

It was very useful to be able to use one plane test to discard a whole bunch of geometry, eg: a surface plus its detail, or everything visible through a window.

This still left the problem of sorting between objects - mostly a depth sort was just fine. Special cases like weapons on hardpoints, or vehicles in hangars could be handled by having some sort of 'call submodel' for spaces within the parent model. Beyond that, just dial up the hostile firepower until players stop complaining about rendering artefacts.

Comment · 4 years ago
Comment · 4 years ago
It might be interesting to explore with the students why this would not be quite right for a general 3D view, and how it could be fixed. Conic sections, etc.
Comment · 4 years ago
The best support for random consumer rc protocols is the open source https://www.multi-module.org/

It can be plugged into various TXs that support modules, and many TXs use it as their built in primary TX component.

Comment · 4 years ago
The best GPU vector rendering library I have seen is https://sluglibrary.com/. The principal use case is fonts, but it appears that the underlying mechanism can be used for any vector graphics.
Comment · 4 years ago
Long time! Maybe we should wait until Dan back over, get the old gang together, and see if we can finally agree on a restaurant.

Live from the official Hacker News API

A modern reader for Hacker News · SvelteKit + Skeleton