flukejones
@ljones
Software engineer in NZ. Rewrote Doom in Rust. Major contributor to ASUS ROG laptop support in Linux kernel.
Quake mod named Zerstörer had a chunky chainsaw. www.quaddicted.com/db/v2/maps/e...
L.O.L. I could have done this myself but setting an LLM on to it means I can continue doing my own work while this guy does hip thrusts at disassembly.
No I didn't just do a CAT scan at 1.30am why do you ask? Reverse engineered the majority of reality scan app and the entire USB protocol plus the depth GPU kernels.. Fuck all is hidden if you try hard enough, and an LLM alongside is a massive boost 6 months of work in a week.
View from my room at The Four Seasons in Shenzhen. The room is crazy big too.
Vid 6/7: Tri it with a triangle. I will add some better faster height adjustments and easier texture paint later.
Vid 5/7: Edit in perspective mode (a little harder, I should have switched selection modes to select the walls)
Vid 4/7: and view textures as they are in the level. Plus edit the level in this mode too
Vid 3/7: the editor is basically full-time 3D. Can pitch out of top-down mode at any point
So I've been working on this Doom level editor just because I can (and there's fuck all good native editors on macOS) Vid 1/7: open wad and map
Getting a back photo ain’t easy. Empty gym too so no help. Toning up nice at least. Can feel the boxing really laying in to it.
Been working on a doom level editor for my room4doom engine. I was never happy with what was available so why not make my own? Got a lot of features lined up including an orthographic wall and floor/ceil preview for editing, and features that I want for my own engine.
Added various options to the engine. Can toggle between classic column rendering and full 3D rendering, voxels, etc. I'll add some more of the usual stuff like keyboard and mouse config later. Overall this is starting to feel like the version of Doom I want to play.
I've been experimenting with colours in r4d to try and mimic what a CRT looks like (in software, no shaders). Brights are brighter, darks darker, and colour slightly washed out. Overall I think I like the look - the regular game colours on LCD looks super flat after playing it like this
Software rendered voxels. Software full 3D, levels fully meshed, demo compat. Voxels are not easy to draw well while keeping performance up. I landed on a sort of sliced up voxel model where each face depth of the 3 axis become one shared quad, and do sparse texture. 1000x faster than triangulated
Software 3d rendering with voxels you say? I'm using quite a hack to do voxels at a reasonable rate
Doom 3D. Fully software 3D, in rust. Lots of small glitches to fix up but is otherwise pretty playable now. The old column based drawing is still in too, with floors drawn as columns instead of visplanes.
I've done my absolute best to mimic the full correct CRT aspect ration in my software 3D renderer for Doom. This is full 3D, including the level fully converted to polygons (with some glitches).
The #ratrig v-core 4.0 with some 4.1 parts is taking shape now. I’ve got to do the rear panel and electronics enclosure then I can start wiring things up for initial test. Later I’ll need to replace the xy steppers with longer shaft high temp ones. Maybe build some smaller tool heads.
This guy is grumpy with me for not clearing the top of the printer off for him so he’s just parked his arse on top of all my tools
Too many late nights building this damned thing. Ratrig v-core 4. I stripped my old vcore 3 and cut everything down, drilled for quick connectors, got various alloy plates from AliExpress. Still waiting on the Z axis rails though since those changes to big chonky things