Wrote a custom C++ engine to render raw WAD geometry directly to the DAC.
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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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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.
@ut3usw That looks super cool, can you elaborate a bit how you get the graphics onto the scope?
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@ut3usw That looks super cool, can you elaborate a bit how you get the graphics onto the scope?
@Quantensalat 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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@Quantensalat 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.
@ut3usw Haha, that is even cooler than expected. You get enough bandwidth from audio for such sharp edges! I would have guessed that audio dac output filters would mess it up more
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@ut3usw Haha, that is even cooler than expected. You get enough bandwidth from audio for such sharp edges! I would have guessed that audio dac output filters would mess it up more
@Quantensalat 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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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.
@ut3usw that's fun. Are you controlling/calculating this in real time?
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@ut3usw that's fun. Are you controlling/calculating this in real time?
@poleguy 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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