Dev @infiniteflight - Airplane pilot - Guitar/Bass/Drums - Cats - Robots. Opinions are my own. Side projects: OpenXR on MacOS, OpenDBC and many other ones.

France
Joined June 2009
I am happy to release OpenBlood2 v0.3.1, the first official version of the recreation of the game Blood 2: The Chosen! Look at the changelog and download the builds for your favorite OS. github.com/demonixis/OpenBlo…
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Oh my god 😂
Is anybody open to french #slopcore ? ClaudiaGI — C'est de l'IA
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Hey OpenBlood2 community :-) I received many feedbacks from v0.4.0, and I'm already working on v0.5.0 with many improvements. Stay tuned for more news about OpenBlood2
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The public github repo is here github.com/demonixis/open-db…, builds are coming next week for every supported platforms. It's time to code again, like it's 2000.
Now that OpenBlood2 is released, even if I've soooo many things to do on it (shogo, multi, fun consoles), it's time to release another product: Open-DBC aka Open Dark Basic Classic/Pro. The repo is clean, everything works, I've even added VR support (Yeah I know). I'm finalizing stuff on the CI and I'll release it to the public, finally. Even if AI helped a lot for that, it's not made to be used by AI. It's an old tool, to code like before, old stuff, with an ugly language, with an old syntaxe. It's very niche you know. I made it for me first (like OpenBlood2), but I hope old school gamedev will love it too <3 It's a love letter to garage gamedev in the 2000's
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That's why the web is NOT the platform for games like that. On the technical side it's interesting, but for players, it's not.
Cyberpunk 2077 is now running directly in a web browser. An unofficial fan project has recreated the game for the browser using WebGPU and WebAssembly. Unlike cloud gaming, the game is processed on your own device not streamed from a server. It can run on some PCs and even certain Android devices The project is still experimental, with long loading times and issues such as freezes or missing audio reported by some users. This not an official CD Projekt RED port, they likely will shut it down soon
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Now that OpenBlood2 is released, even if I've soooo many things to do on it (shogo, multi, fun consoles), it's time to release another product: Open-DBC aka Open Dark Basic Classic/Pro. The repo is clean, everything works, I've even added VR support (Yeah I know). I'm finalizing stuff on the CI and I'll release it to the public, finally. Even if AI helped a lot for that, it's not made to be used by AI. It's an old tool, to code like before, old stuff, with an ugly language, with an old syntaxe. It's very niche you know. I made it for me first (like OpenBlood2), but I hope old school gamedev will love it too <3 It's a love letter to garage gamedev in the 2000's
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and like usual, it works on Windows, Linux, MacOS, Android, iOS and soon Meta Quest Standalone (already works in PCVR mode)
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Coming in v0.5.0 third person mode! (not enabled in VR for now)
OpenBlood2 0.4.0 is out github.com/demonixis/OpenBlo… - Almost all VFX + realtime lighting for some of them - Many fixes - Graphics options (fullscreen, vsync, etc.)
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OpenBlood2 0.4.0 is out github.com/demonixis/OpenBlo… - Almost all VFX + realtime lighting for some of them - Many fixes - Graphics options (fullscreen, vsync, etc.)
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Are you kidding me 😱😱😱
So just when you thought I must be out of crazy shit to share with you that the homebrew scene has gotten running on the Sega Dreamcast... @cypress577422 over here gets freaking WORLD OF WARCRAFT ported to DC! So here's a few minutes of footage spliced together of him questing ONLINE with a buddy, playing WoW the way it was always intended to be played... on a Sayga Dreamcast! What you can immediately see is... yeah, it's fully playable, and even runs surprisingly well for a new port. He's gotten the entire game fitting onto two discs, minus removed or inaccessible content (such as GM island), with all abilities and classes working! Yeah, the textures on the ground especially look pretty low resolution, but funnily enough, right after I was sent these captures, Cypress drastically improved their quality in the next build... because Bruce gave him a bunch of shit over the ground looking blurry in Discord. So that part has already been addressed. 🤣 Some other details about the port include: 1) Custom content for the Dreamcast: pets, mounts, recipes and quests (I've literally seen dude walking around with a Chu Chu Rocket mag from PSO, lmao). 2) Backported the arena 1v1s, 2v2s, and 3v3s from future expansions with their maps and it works in tandem with the vanilla PvP systems. 3) 2X exp until level 20, when it gets reduced. Be sure to give @cypress577422 a follow to show your support for his epic work!
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Yannick Comte retweeted
I always thought it was a shame that modest default stack setups made alloca() a generally-frowned-upon technique in C/C++. With 64 bit architectures, give every stack a virtual address space equal to the physical memory by default! You can do a surprisingly good job of memory management with just the stack, and I contend that it has both correctness and performance advantages. Allocations are a trivial pointer adjustment, and frees are literally free. Keeping everything linearly packed is friendlier for all layers of the cache hierarchy, and it makes keeping everything in huge / gigantic pages easy. Leaving temporary intermediate blocks on the stack can seem wasteful, but unless you are dealing with algorithms that make > O(n) temporary allocations, it is usually not a big deal. Static analysis can check if you store a stack pointer into a structure deeper in the stack, which is a use-after-free, and then memory management correctness is guaranteed. The discipline of caller-allocates-return is awkward in some dynamic cases. It would take a change in low level calling conventions, but you could plausibly have functions that return with the stack extended from where it was when they were called. I’m not holding my breath for that. It isn’t obvious if having AI coding agents makes discussions of software architecture more or less important!
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Yannick Comte retweeted
Agree with John heavily here. Stack can meet most of your memory allocation needs. It's a shame that stack can't support alloca for return values, without 2x call pattern (ask for size first), which is messy. Languages should offer syntactic sugar for this under the hood.
I always thought it was a shame that modest default stack setups made alloca() a generally-frowned-upon technique in C/C++. With 64 bit architectures, give every stack a virtual address space equal to the physical memory by default! You can do a surprisingly good job of memory management with just the stack, and I contend that it has both correctness and performance advantages. Allocations are a trivial pointer adjustment, and frees are literally free. Keeping everything linearly packed is friendlier for all layers of the cache hierarchy, and it makes keeping everything in huge / gigantic pages easy. Leaving temporary intermediate blocks on the stack can seem wasteful, but unless you are dealing with algorithms that make > O(n) temporary allocations, it is usually not a big deal. Static analysis can check if you store a stack pointer into a structure deeper in the stack, which is a use-after-free, and then memory management correctness is guaranteed. The discipline of caller-allocates-return is awkward in some dynamic cases. It would take a change in low level calling conventions, but you could plausibly have functions that return with the stack extended from where it was when they were called. I’m not holding my breath for that. It isn’t obvious if having AI coding agents makes discussions of software architecture more or less important!
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Some OpenBlood2 screenshots with the enhanced renderer + the post processing stack on (HDR, Tonemapping, GTAO, Bloom, SSR). We need a true HQ PBR mod now. Just imagine how nice it would look with that. In the worst case, it takes less than 4ms on my Macbook Air M5 GPU with everything in high.
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Adding bloom in OpenBlood2 as well as GTAO and SSR :O of course with MSAA, FXAA and later TAA
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Yannick Comte retweeted
I’m at Unreal Fest Shanghai right now. They just announced that keeping Blueprint support is NOT one of their requirements for early versions of UE6 anymore and support might already be completely removed right at the beginning.
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This is a preview of the VR port of Blood 2 the Chosen on the Meta Quest 3. I've a bug with gibs particles, it slow downs a LOT the game. Otherwise the framerate is perfect (of course, it runs on a Pentium 2). Adding IK to the arms make it very immersive <3 Ready to live again?
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I've openblood2 running on the Meta Quest 3, and it's awesome :D
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OpenBlood2 status update: - All levels can be loaded, including multiplayer ones, but you can only play in solo (for now) - New optional PBR rendering, with material system. It adds more depth and it's a little more shinny - New input system that support: Keyboard, Mouse, Gamepad (Yes !), Touch, VR - Save/Load System Meta Quest support will be pushed today on github... it's early, but yeah it's coming :-D Post Processing will follow, then multiplayer :O github.com/demonixis/OpenBlo…
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I'm thinking about crazy ports after that, like Dreamcast or other consoles cc @falco_girgis
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This is insane :-O aggressive optimizations makes a lot of things possible.
Hooooooly SHIT. I just came home to Lamb2k1 taking us from slideshow to PLAYABLE AND FUCKING GORGEOUS with his upcoming port of Resident Evil 4 to the Sega Dreamcast!!! GAAAAINZ!! Here's a direct hardware capture of me playing through to the starting cabin with the first enemy encounter... with settings enabled for high visual fidelity, such as 2x horizontal FSAA and far draw distance. Evidently Lamb2k1 and his audacious little clankers have been busy AF, starting with him telling them to redo all of the renderer and math in the port to use my SH4ZAM library to the fullest... which is funny, cuz I just made a few more micro gainz that I have yet to push for some of these commonly used matrix routines! BUT additionally, he's done some voodo such as: 1) Leveraging a special Katana-like "chunking" model format for the rooms. 2) Precomputing a lot of things up-front for room AI. 3) Culling WAY more aggressively than the GC or PS2 versions were doing. 4) Leon's jacket doesn't update as frequently anymore... lmao! There's still a LONG ways to go, and it slows down plenty under load, but... WHOAH.
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