New game released: Blokz RAVE

phlogios

Active member
Yes no emulators! At the beginning of the project I actually wrote a lot of code on a Windows 98 emulator, before I bought a Dell Latitude to finish the game on real hardware. The mac port has been all-hardware, but I’ve done some testing of the game on sheepshaver to see if it works.

Yes the Pismo is a great machine, it barely gets warm and is dead silent with an SSD.
I didn’t have a Pismo ”back in the day”, but my dad did! I had the iBook, which is also a great machine but I needed more screen real estate for the code editor.
 

stynx

Well-known member
Yes no emulators! At the beginning of the project I actually wrote a lot of code on a Windows 98 emulator, before I bought a Dell Latitude to finish the game on real hardware. The mac port has been all-hardware, but I’ve done some testing of the game on sheepshaver to see if it works.

Yes the Pismo is a great machine, it barely gets warm and is dead silent with an SSD.
I didn’t have a Pismo ”back in the day”, but my dad did! I had the iBook, which is also a great machine but I needed more screen real estate for the code editor.
Back in the day, it was quite common to use 2 machines for development connected through a serial cable at the same time. MacsBug, the Quickdraw 3D profiler as well as other tools should be able to use such a connection. You can run the code on one machine while debugging it on the developer machine. Memory leaks, memory usage and the code can be analyzed in real time.

I have not tested this myself but i have read a lot about such setups. In QuickDraw 3D there is a big emphasis on this ability to debug code in CodeWarrior with the 2-computer method. There are special Debug QD3D-extensions that allow very low level debugging.

-Jonas
 

phlogios

Active member
Just a quick progress update: work has begun on the benchmarking mode. I’m setting up automated performance tests with a 3D grid of cubes. Holding option when launching the game opens up a dialog where you can select RAVE engine and/or enable benchmark mode. It will be released soon!
 

phlogios

Active member
Progress update:
Fixed 2 graphical bugs and the game should run with much less glitches in software mode (and emulators).
Stay tuned for the new version release. Will just finish work on the benchmark mode before uploading the new version.
 

phlogios

Active member
Apple's RAVE "software engine" does not clamp values for vertex colors, which is why the blocks looked weird before when running the game without a GPU.
 

stynx

Well-known member
Formac ProMedia 40; S3 Virge; 4Mb
HARDWARE MODE
407MHz 604ev
1Mb L2 (58MHz)
256Mb Ram
Mac OS 8.6
QD3D 1.6
Bildschirmfoto 2024-07-13 um 00.25.47.png
View attachment HDPVRPRO60_20240712_135142.MOV
The Virge case problems with Z-index because Formac did not really support 3D on that card in later versions of the driver. The driver is basically broken in the versions beyond 5.X and even the older 4.X versions tend to have bugs.
 

phlogios

Active member
Very interesting results! S3 Virge looks like it needs triangle sorting like on Playstation, and another pixel format for either the textures or the backbuffer.
 
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