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bestest clearest illustrated explanation of what an FPGA board is, on UA-cam.
"It's early in the morning but I just wanted to squeeze in the debugging I just did because I wasn't happy with the performance" Whoa... This video needs more views!
Thanks :) it was a lot of work but a lot of fun to do this video. Hoping to do more in the future!
Im half way through your video. Really enjoying the concise explanations for all the fundamental math that make up the graphics engine.Clever stuff.
Thanks a lot!
I love all the details you went over! You might like my new Doom programming tutorial too!
Thanks! Just had a brief look at your video and it looks excellent, will watch it in details!
0:58 Does this mean 320x240 is Hell's res since 640x480 is God's?
Gonna port Linux to doom chip
intel MAX10, MAX1000 board chip
why dont you draw vertical lines only, using z-buffer, very simple renderer engine, also for textures
sqrt (1+x^2) approximation of 1+x^2/2
ray casting (also for pre-baked lighting) engine would be nice
simple per pixel 3d dda ray cast to the pre-baked level plus monsters
if you only compare distances, the approximation algorithm gives relatively ordered results (if not accurate)
first
bestest clearest illustrated explanation of what an FPGA board is, on UA-cam.
"It's early in the morning but I just wanted to squeeze in the debugging I just did because I wasn't happy with the performance" Whoa... This video needs more views!
Thanks :) it was a lot of work but a lot of fun to do this video. Hoping to do more in the future!
Im half way through your video. Really enjoying the concise explanations for all the fundamental math that make up the graphics engine.
Clever stuff.
Thanks a lot!
I love all the details you went over! You might like my new Doom programming tutorial too!
Thanks! Just had a brief look at your video and it looks excellent, will watch it in details!
0:58 Does this mean 320x240 is Hell's res since 640x480 is God's?
Gonna port Linux to doom chip
intel MAX10, MAX1000 board chip
why dont you draw vertical lines only, using z-buffer, very simple renderer engine, also for textures
sqrt (1+x^2) approximation of 1+x^2/2
ray casting (also for pre-baked lighting) engine would be nice
simple per pixel 3d dda ray cast to the pre-baked level plus monsters
if you only compare distances, the approximation algorithm gives relatively ordered results (if not accurate)
first