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Reputation: 220 My posts turn threads into gold
Active Posts:
317 (0.11 per day)
Most Active In:
EDuke32 & EDuke32 modifications (257 posts)
07-May 09
Profile Views:
Last Active:
User is online 9 minutes ago
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My Information

26 years old
June 4, 1990
Not Telling Not Telling
St. Petersburg, Russia

Contact Information

Click here to e-mail me
Website URL:
Website URL  http://lzg.duke4.net
ICQ  355591824
Skype  the_lezing

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Posts I've Made

  1. In Topic: LNGA mod & Qwnz0r Qwn3d TC

    Yesterday, 08:35 AM

    View PostMicky C, on 25 April 2017 - 06:01 AM, said:

    This is a bit off topic but how many cores does EDuke32 with the software renderer use? I suppose the rendering is all done on one core, while other stuff like game logic is done on another?

    You can check it with Process Explorer. Almost all the work is done within one thread, meaning that it doesn't make use of multiple cores:

    Posted Image
  2. In Topic: What are you working on for Duke right now?

    Yesterday, 08:28 AM

    These are the original Duke3D tiles imported into my new game engine along with five RGB palettes and the translucency/shade/palookup tables. My format natively supports mipmaps and is versatile enough to store the game sounds as well as textures and sprites. This means that it can replace all Duke3D *.art, *.voc, and *.dat files with a single *.bhs file, what also facilitates very fast loading. The editor on the screenshot is BHSEdit which resembles Editart but has more powerful features, is more intuitive to use and probably is the first application to deal with both sounds and 2D graphics using the same GUI.

    Eventually this engine should be able to run a Duke3D port.

    Posted Image
  3. In Topic: LNGA mod & Qwnz0r Qwn3d TC

    Yesterday, 05:06 AM

    View PostPerro Seco, on 07 April 2017 - 12:56 AM, said:

    I didn't forget about this impressive mod. Are some real news about it? I hope it's not dead...

    Well, I'd say that the mod is proceeding into next development stage, mainly as EDuke32 tech is vastly inferior to what I want to achieve and faces some backward compatibility issues. Its rendering routines are too slow for complex effects and the CON script performance is limited as well. I'm planning to use EDuke32 for prototyping gameplay concepts and doing simple mods, but not making complete standalone games. Seemingly, the LNGA mod gradually evolves into something that isn't based on EDuke32, still I feel necessary releasing newer versions.

    As for now, I'm working on my own technology somewhat inspired by Build engine, but planned to make use of modern hardware features like multi-core processors, GPGPU and SIMD instruction sets to gain performance and do stuff like realtime raytracing. My engine already can import Build tiles and VOC sounds, so one will be able to make use of the original game GRP file.
  4. In Topic: [RELEASE] Adg06

    Yesterday, 04:10 AM

    Wow! I had to double-check with AMC forums to believe that it's real. :lol: Great work, Alejandro, nice to see you back! The locations in this map are clean and very detailed with some outstanding trimwork, still the map is easy to navigate, although I wish it had somewhat more intricate gameplay process. Thank you for this inspriring level. °Viva Argentina! :P
  5. In Topic: Advanced Toilet Systemô

    19 April 2017 - 09:12 PM

    Now consider adding the defecate function. :lol:


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