Vincent Hamm

@vhamm
44 Followers
37 Following
20 Posts
Software engineer in the SF Bay area.
Ex-gamedev, worked at QuanticDream (HeavyRain), Havok (Destiny,...).
Retro gaming and reverse engineering, occasional graphic programmer.

@grumpygamer yeah for those cases you likely need to do an integration compute shader that will update each particles in parallel and then generate the rendering triangles for the render draw call.

Honestly, unless you go crazy with particles, you can likely just keep that on CPU for now, until it becomes a bottleneck.

@grumpygamer in a stateless particle system, you can figure out each particle position just from say, seed, time of start of the system and current time.
They are pretty constrained to what you can do with them.
(Also I'm unsure of the state of the art here)
@grumpygamer stateless here means, do you store the particle position/velocity, and integrate it each frame. If so, position/velocity is a state persistent between frame
@grumpygamer particles on gpu are easier if they are stateless (ie, you can infer every state from parameters + time).
If not, you need to first update all the parameters in say a compute shader pass, and then render that.

Reverse-engineering and documenting of the game Maniac Mansion on the C64

https://github.com/pditincho/mm-explained

This is ... mind-boggling stuff :)

I guess I should tag @grumpygamer and @DavidBFox too :)

GitHub - pditincho/mm-explained: Maniac Mansion C64 explained

Maniac Mansion C64 explained. Contribute to pditincho/mm-explained development by creating an account on GitHub.

GitHub
Like, some old computer couldn't process sectors from floppy fast enough, and would interleave their order to give more processing time.
Each track could also be skewed by a few sectors.

Over the past week, I've learned way too much about late 70s computers, CP/M and the various 5.25' floppy formats (hard sectored for the North Star Horizon).

I'm ready for trivia night.

It's interesting though to see how it all started, compared to what we take for granted on modern computers.

RE: https://mastodon.social/@vhamm/115869024135507533

@grumpygamer For anyone wondering, it went better than expected. Most were readable and a few will require a bit of help.

@grumpygamer no pressure 😅

RE: https://mastodon.gamedev.place/@grumpygamer/115861309567999248

If anyone is curious, there is actual documentation floating around for Byle:

https://tandell.com/misc/SCUMM-Tutorial-0.1.pdf#page=144