Anaël seghezzi

@anaelseghezzi.bsky.social

Technical art director at Les Films du Poisson Rouge Worked on Klaus, Josep, Ponoc's The Imaginary Hobby coding Sega Megadrive demos Art: https://www.instagram.com/anaelseghezzi Open-source: http://github.com/anael-seghezzi

Small update on the Megadrive *rally game* ? I added sprites and did some optimization so CPU is still at 70% usage with a stable 60 fps. I'm a bit disappointed by the sprite width limit per-line. I wanted a lot more dense vegetation but it's not possible with sprites. I'll try other methods.

* Sega Megadrive 3D V8 * Toni Galvez joined the project for GFX / models & level design 25% Larger Buffer 256x160. Music added - XGM1 works, XGM2 doesn't :-( Faster buffer swap, rewrote Quad Renderer. Added a 114 sprite multiplexor ( the background is all sprites ) Added Tilt effects :-)

I am so tired of people who can't code telling me about how AI helps them code to 1% of the ability of a professional, which sure is 10x for them. It's like me telling people that the invention of music theory will make actual musicians obsolete because now I, too, can write chords that sound OK.

Huh. This is the best breakdown of why Godot accepting PRs from Claude is dumb that I've seen: mastodon.tmm.cx/@hp/11680076... Basically: "if we wanted to use Claude ourselves we could, you're adding nothing, you might as well just donate the money you'd have spent on tokens to us"

HP van Braam (@hp@tmm.cx)

This is a version of something I said in the #godot contributor chat, my views on #ai or #aislop I don't want to wave away the various ethical concerns, particularly around using "public" AIs, given ...

mastodon.tmm.cx

Come on, show us a game with bad programmer art, something crappy but with a soul. Use pebbles from your garden, tools from your garage. I don't know, ask your cousin. Just stop it with GenAi already. All your splash screens look the same, feel nothing. Don't steal. Show us who you are instead.

BlastEm, yeah, it runs Doom. Turns out Doom uses an undocumented alias for the SH7095 division unit result register. After supporting that and fixing an SH2 core bug (more on that in a moment), Doom 32X is now playable with only a few small bugs remaining.

Chilly Willy's port of Yeti3D to the 32X now mostly works in BlastEm. There are some graphical glitches which is probably due to bugs in the SH2 core. Sound is also missing which is probably because I have not implemented the DMAC yet.

Today is the birthday of Yasuda Michiyo, a colour designer who worked on nearly every Miyazaki or Takahata project from Horus, Prince of the Sun in 1968 to The Wind Rises in 2013. She would have been 87 today.

Colour designer and animator Yasuda Michiyo working at a computer deskYasuda's colour design diagrams for My Neighbour Totoro, from a Ghibli Museum exhibition

Stress test on real genesis 2 hardware + Amstrad CRT. The ship is not precomputed here (it will be but I wanted to test triangles). I optimised clipping a bit more and reduced the rom size. Synced at 30fps, fully stable (~160% cpu)

** Sega MD 3D Engine Update 4 ** Arwing from StarFox been modelled. This is using a linear framebuffer (FB) with CPU blitting. Just converted it to non linear buffer with DMA and both versions are running about 20 % faster than shown due to optimisations. Next step, larger FB and some objects !