8BPP

After some good natured prodding from Mr S [prompted by the fake blue sky in the previous mockup] I have been messing with JujuDrivey and added a fun hack to allow for sub-palettes so that more than one color range can be used. [In this era of ubiquitous super fast hi-color video cards such palette manipulation is almost an anachronism, but when all your rendering is done in software, using 8 bits per pixel is still a lot faster than 24 or 32].

Neither of these screenshots have been enhanced, although I should probably point out that the scene with all the cars in it runs a bit slowly, since JujuScript really starts bogging down when processing large numbers of moving objects [it is a language of convenience rather than speed].

I’m really glad I added this feature [palette splitting] because it forced me to improve my palette handling in general, and I was able to completely remove the CPU overhead of palette cycling [which was actually causing a slight performance hit when you put colors in auto cycle mode]. I should be able find uses for this in DriveyC++ as well.

As you can see, there are still no gradients in JujuDrivey. I’m thinking I might have to add the capability because it just really helps the look of the sky [even though I'm supposed to be concentrating on DriveyC++]. I’m also trying to squeeze a little extra performance out of JujuScript before I post a new [final?] demo, since the current demo runs pretty smooth, and I really don’t want a new one to look to slow by comparison [with the extra visual elements].

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NB: Sorry to RSS readers who may have just received unnecessary updates of recent entries… I accidentally borked my database a little and had to rebuild the entries from local copies.