Hat jemand ganz zufällig ein Handbuch für die Creative Labs 3D Blaster Voodoo 2 über? Hab nach langem Suchen endlich die Box gefunden und jetzt alles bis auf das Handbuch zusammen, damit meine Voodoo2 wieder komplett ist.
Hat jemand ganz zufällig ein Handbuch für die Creative Labs 3D Blaster Voodoo 2 über? Hab nach langem Suchen endlich die Box gefunden und jetzt alles bis auf das Handbuch zusammen, damit meine Voodoo2 wieder komplett ist.
Enjoying some Serious Sam: The First Encounter on Windows 98 and two 3dfx Voodoo 2 3D cards in SLI.
There is something wonderfully magical when you add a second 3dfx Voodoo 2 card to make SLI.
This is the late 90s inspired retro PC build I've been working on and it's nearly complete! (I keep adding stuff, so never quite finished!)
I have one more addition in mind, watch this space!
All these noobs who simp for an RTX 5090 have no idea what's good.
I already got a Voodoo 5500!
Higher number = more better.
It even got TWO graphic chips! Get rekt.
#RetroGaming #RetroComputing #3dfx
I did work on #DOjS today, too.
I found libsmacker which can decode Smacker Video files produced by RAD Game Tools.
https://libsmacker.sourceforge.net/
I got it working as a plugin, video and audio decoding works with the test files I could find.
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- Two #DOjS releases and a #win32 port
- A new release of #jSH
- Contributed #DJGPP patches to #mbedTLS and #jasper
- Updated my #BuildRoot GeodeLX repo
- Updated DOSQLite (#SQLite for MS-DOS)
- 11 Updates to #DOStodon (#MastodonClient for MS-DOS)
* Updated SQLite to 3.46.1 (thanks to @BenCollver)
* Updated libjpeg to from 9e to 9f
* Added a Win32 binary release that runs on Win98 and never.
#MSDOS #DOSGaming #retrocomputing #JavaScript #FreeDOS #creativecoding #p5js #retrodev #retrodevelopment #3dfx #OpenGL #Processing
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* Made `require()` Node.js compatible
* Added `RealPath()`
* Added `Trace()`
* Updated to mbedTLS 3.6.2
* Updated cURL to 8.11.0
* Updated zlib to 1.3.1
* Fixed javascript `Date` string conversion
* Improved JSDoc generation in Makefile (contributed by MinekPo1) and added `node_install` target for dependencies
#MSDOS #DOSGaming #retrocomputing #JavaScript #FreeDOS #creativecoding #p5js #retrodev #retrodevelopment #3dfx #OpenGL #Processing
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* Added `KeyIsPressed()` and `keyIsDown()` in p5js emulation.
* Updated syntax highlighting
* Updated internal `help.txt`
* JPEG decoding now uses libjpeg and JPEG saving is supported, too.
* Added TIFF loading and writing.
* Added Sun Raster (RAS) loading and writing.
* Added Jpeg 2000 (JP2) loading and writing.
* Added a Node.js compatible `console`
#MSDOS #DOSGaming #retrocomputing #JavaScript #FreeDOS #creativecoding #p5js #retrodev #retrodevelopment #3dfx #OpenGL #Processing
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I just released v1.13.0 of #DOjS on https://github.com/SuperIlu/DOjS/releases/tag/v1.130
This is the first version with a native win32 port (#Windows98 or never).
See thread below for more release details!
#MSDOS #DOSGaming #retrocomputing #JavaScript #FreeDOS #creativecoding #p5js #retrodev #retrodevelopment #3dfx #OpenGL #Processing
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Wer mag nicht den Intel 440BX Chipsatz? Und wer mag nicht Grafikkarten von 3Dfx? Dann bitte weitergehen! Hier vereint der Intel 440BX mit einer #3Dfx Voodoo 3 2000. Für mich ist das MS-6168, ein Packard Bell OEM Mainboard, ein Highlight meiner Slot 1 Board Sammlung. Ein wahres Stück #retrocomputing und #retrogaming Geschichte vereint.
Today at noon eastern we're going to [hopefully] upgrade my IBM PC750 with a 3DFX Voodoo 1 and a Pentium MMX Overdrive CPU #vintagePC #3dfx https://youtube.com/live/Nj0rDRoNA7Y?feature=share
Gonna do a quick stream Friday at noon eastern to see if the 286 and 386 boards that I pulled out of the nasty computers last weekend will POST. Oh, and see if the 3dfx Voodoo 5 5500 that I picked up this week works. #vintagecomputing #3dfx https://youtube.com/live/F-72V5bC5P8?feature=share
A new tool for debugging 3dfx cards:
At our exhibit, you can experience Thief: The Dark Project (1998) in all its glory on our vintage gaming machine from the last millennium—3D accelerated through Glide with a 3dfx Voodoo2.
Just the way it's meant to be.
now realizing that the vast majority of you either had never heard of Jurassic Park: Trespasser (1998), or read some magazine review back then that summarily trashed it, it is honestly one of the most fascinating FPS games i've ever played
back then, 3dfx glide and d3d cards were beginning to (undeservedly) rule the graphics hardware space. if a game didn't support hardware 3d rendering, it was assumed that gamers weren't going to buy it.
the Trespasser development team (mostly seamus blackley iirc) had written an incredible software renderer for the game. volumetric lighting and fog effects were incredible, and i've personally never seen a better software lighting renderer.
the problem was - at the time, a Pentium (or PII if you were rich) CPU would have been what most of the install base had. the game ran like molasses on anything but the fastest hardware.
so to please everyone, the software renderer was nearly completely nerfed. all of the advanced lighting and texturing effects were stripped out, because 3dfx glide/d3d didn't support any of those functions.
in the end, we got a poorly-lit, low-poly and ugly-textured (but fairly fast) game that ran on 4 and 8 meg 3d cards.
thankfully, a few screenshots of the original software renderer were released to the press while the game was being developed. these were generated in-engine.
remember: this was 1997, and the fastest processor at the time was a PII-300 mhz.
credit to SharkyExtreme and Internet archive for the WBM backup