The source code of the SlaveDriver Engine, powering the 1996 game PowerSlave for the Sega Saturn, is now published under the GPLv3.
github.com/Lobotomy-Sof...
archive.org/details/slav...
Christian Whitehead
Director E
I can definitely attest to how deceptively simple it be to optimise for Switch! Lots of minor things that can absolutely tank the perf so good job✨ @lottemakesstuff.pink
You can get it shootin' lasers from ya hand, you can get it callin' star command...
No worries, glad you enjoyed them! I feel like classic Sonic is similar to Doom in that as the years go by there will always more ports haha. It's inevitable that things will change, but my goal was always to try and do something that would make the RSDK versions have something new over emulation
Thanks Fred! Plenty of fun memories of that period of time in the early 2010s within the mobile and indie game scene 🙂
descargar Data.rsdk?
The most practical solution would probably be to generate LOD textures of the tilemaps and render those at a distance, but it will require changing the game logic that draws the special stage. Anyway this port looks cool! You can tell I've thought about how to port the game a lot already lol
Christian Whitehead
Christian Whitehead
Christian Whitehead
I think the easier path would be to change the Scene3D code to work with native floats, and just convert the incoming fixed point matrix from game logic when commands are issued. Most of the heavy code is transforming all the mesh verts, and they could be loaded as floats from disc.
Christian Whitehead
Christian Whitehead
The more annoying task is implementing the 3D "mode-7 esque" floors in a way that is friendly to the fixed function GPU. 16x16 tiles add up to a load of polygons in the distance, and where the Saturn could do it easily in VDP2, there's no such convenience on the DC 😢
Christian Whitehead
SlaveDriver Engine for Sega Saturn GPL Source Code - Lobotomy-Software/SlaveDriver-Engine