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Kyiv, UA.
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Joined September 27, 2023
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@deusfigendi@troet.cafe
@deusfigendi@troet.cafe Good catch! Yes, I currently force a transit from center (0,0) at the start of the frame. It helps with centering on my specific scope setup, but avoiding it would definitely be more efficient.
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@deusfigendi@troet.cafe
@deusfigendi@troet.cafe Absolutely. I use a greedy solver to minimize the 'air travel' of the beam between lines. Without it, the refresh rate would tank because the beam would waste too much time jumping around.
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@caleb@pub.calebhearth.com
@caleb@pub.calebhearth.com @gedeonm@mastodon.social actually this is E1M1 from original doom1.wad! I wrote my custom vector doom engine for that project.
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@steffen@uhlig.social
@steffen@uhlig.social actually this is E1M1 from original doom1.wad!
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@Computeum@mastodon.bayern
@Computeum@mastodon.bayern YES! This is a gift from my wife %)
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@AlgoCompSynth@mastodon.social
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@poleguy@mastodon.social
@poleguy@mastodon.social yes, ty! In real time wasd control.
On video below it’s how I see it on pc screen (with actual audio).
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@Quantensalat@scicomm.xyz
@Quantensalat@scicomm.xyz Actually, the DAC filters help here! Since I'm drawing continuous paths instead of raster pixels, the reconstruction filter smooths the discrete samples into nice clean lines. Plus, running at 96kHz gives enough bandwidth for sharpness
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@Quantensalat@scicomm.xyz
@Quantensalat@scicomm.xyz Hey! TY! The graphics are just stereo audio signals generated in code. X and Y coordinates are mapped directly to Left and Right audio channel voltages.
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Wrote a custom C++ engine to render raw WAD geometry directly to the DAC.
Pure vector output, 1D occlusion culling, no rasterization tricks.
Running on a MOTU M4.
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