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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.
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.
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.
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!
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...
Sure!
I have few macs that I use to write the game and game engine:
- iBook G3 Clamshell Tangerine (original 300MHz version, RAM upgraded by Apple, SSD upgrade by myself)
- PowerBook G3 Pismo 400MHz (SSD upgrade), bought recently, this is my main development machine due to its silent operation...
My oldest is Rage integrated in Powermac 6500/300, and my newest is Radeon 9000 Pro Mac Edition.
What I am observing is that if I force the game to use the ”Apple Software Renderer” engine of RAVE, I get similar behaviour as in Sheepshaver. This is good - I can fix bugs locally on my Pismo...
Thank you Jonas, that is great information to have.
Everything you see on screen is rendered as either a textured triangle or gouraud triangle. I am not doing any 2D bitmap operations. I tried drawing the text using RAVE’s bitmap functions but observed slightly worse or same performance on...
Yes that is a good idea - I suspect some of the issues I’m having are related to my accelerator selection code so I will improve that a bit and let the user pick.
Version 1.4 has been released with some general improvements to gameplay and performance.
https://phlogios.itch.io/blokzrave/devlog/717280/gameplay-fixes
Stay tuned for more improvements to performance.
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