RSSAmplifier

Blog

(untitled)

mamoniem.comRSS feed ↗10 posts

Latest posts

Hello PSP!

Quite sometime ago i decided to port Dulsion to PSP, after all with the new platform layer, and MRI (Multiple Renderer Interface) renderer investments, things became much easier than Mirage s Continue reading Hello PSP!

Pixel-Perfect Occlusion Culling (PPOC)

Note; i m not sure if this was done before. It is not revolutionary and maybe somebody else done it earlier, but i was not able to find a trace so Continue reading Pixel-Perfect Occlusion Culling (PPOC)

XBOX ‘OG’ Adventures

Note: this post has nothing to do with me being an employee under the Xbox umbrealla. i did not get any fund, support, hardware, assisstant, documentations from Xbox as a Continue reading XBOX OG Adventures

Behind the Pretty Frames: PRAGMATA

Introduction The moment Capcom showed their new IP years ago, i kinda fall in love of it before even learning anything about the gameplay—which is a whole different thing to Continue reading Behind the Pretty Frames: PRAGMATA

Localizing Unity Editor for Domo

While browsing one of my old drives today which is back to the memories of working on Domo the Journey (the only official game for Domo) between 2011 2013 Continue reading Localizing Unity Editor for Domo

Delusion, Reworking GUI & Scripting

During the holiday i reworked the scripting and imgui integrations that i had in Mirage. Gui previously was limited to an exact singleton HUGE class, only it can draw gui Continue reading Delusion, Reworking GUI Scripting

Behind the Pretty Frames: Detroit Become Human

Note: Today the 24th of November 2024 this was the last line to be added to this article. The draft for this article investigation initially started on the 29th Continue reading Behind the Pretty Frames: Detroit Become Human

TFLOPS!

With every new gaming generation approaching or a mid-generation PRO devices leaked, we keep hearing the term Tera Flops or TFlops for days, in all articles YouTube videos. But Continue reading TFLOPS!

Arabic Decoding for Games & Game Engines – Part 5: Diacritics

After celebrating the victory of correctly rendered Arabic from Right to Left, we hit a solid ground with a fully broken Arabic again with the addition of text that has Continue reading Arabic Decoding for Games Game Engines Part 5: Diacritics

Arabic Decoding for Games & Game Engines – Part 4: Lam-Aleph

We ended up in the previous part with a correctly rendered Arabic, that is draw from Right to Left with correct formations for characters based on their location in the Continue reading Arabic Decoding for Games Game Engines Part 4: Lam-Aleph