Bunny boy who loves linguistics and video games (especially indie and retro)! EN/IT ok, learning FR. UNIX enjoyer
Obsessed with bunnies
| Pronouns | he him/fae faer (EN) |
| Pronomi | -o/-Ι (IT) |
| itch.io | https://valconiglio.itch.io/ |
| Gender | Fem nb boy |
Bunny boy who loves linguistics and video games (especially indie and retro)! EN/IT ok, learning FR. UNIX enjoyer
Obsessed with bunnies
| Pronouns | he him/fae faer (EN) |
| Pronomi | -o/-Ι (IT) |
| itch.io | https://valconiglio.itch.io/ |
| Gender | Fem nb boy |
Put on your climbing gear, Sega Saturn fans, because we've got a new game to play: Celeste Classic, which was just ported to our favorite 32-bit console by En83! Get the details here in Gregori's story:
https://www.segasaturnshiro.com/2026/03/11/homebrew-developer-ports-celeste-classic-to-sega-saturn/
#sega #saturn #segasaturn #retrogaming #retrogames #videogames #γ»γ¬ #γ»γ¬γ΅γΏγΌγ³ #celeste #homebrew
Real-time ray-tracing on #SEGA Saturn! https://www.youtube.com/watch?v=mjf3cwDMKpI

Finally got a handle on bumpmapping for 1998 #dreamcast hardware. The basic idea is to simulate realtime light-responsive surface details on relatively simple geometry by providing a 'map' image that describes how light should interact with the surfaces, as if a lot more surface detail were being drawn.
Super detailed geometry would take up more of the limited RAM and needs much more CPU time to calculate lighting and feed into the graphics pipeline every frame. This is just six faces each with four vertices, a non bumpmapped version would need a mesh with thousands of verts.
(edit: spelt 'game' wrong, amazing)
im at the "writing macros that produce macros" stage of "i want this done at compile time"
i have gone mad with power
A tale in 3 pictures. In which our hero wonders if he can and doesn't stop to ask if he should.