Progress Thread - New demo - Cobra Mk III (18-May-08)
Moderator: qarnos
First of all, I promise I will try to watch Star Wars sometime in the near future!
With regards to polygonal spaceships, I haven't written the software to generate the BSP trees yet (the original BSP demo used a hand-coded tree), so I haven't got a solid ship. I'm not sure the framerate would be too spectacular for that particular object. It has about 40 faces. Backface culling would eliminate about half, but that's still a lot of faces. Maybe 3-4 fps?
The object is way too detailed, however, and could easily be reduced to something more managable.
I might delay the next demo/source release until I have finished the BSP tree-alizer, which should be this weekend.
On a side note, I think I may have a "proper" name for this engine: Aether
This allows me to have a proper name without having to rename all my routines: The "al" at the start of each routine now stands for Aether Library
With regards to polygonal spaceships, I haven't written the software to generate the BSP trees yet (the original BSP demo used a hand-coded tree), so I haven't got a solid ship. I'm not sure the framerate would be too spectacular for that particular object. It has about 40 faces. Backface culling would eliminate about half, but that's still a lot of faces. Maybe 3-4 fps?
The object is way too detailed, however, and could easily be reduced to something more managable.
I might delay the next demo/source release until I have finished the BSP tree-alizer, which should be this weekend.
On a side note, I think I may have a "proper" name for this engine: Aether
This allows me to have a proper name without having to rename all my routines: The "al" at the start of each routine now stands for Aether Library
"I don't know why a refrigerator is now involved, but put that aside for now". - Jim e on unitedti.org
avatar courtesy of driesguldolf.
avatar courtesy of driesguldolf.
A derail from another project has got me back working on this old thing again. Hopefully I can finish it this time round. I'll release the source soon anyhow, so hopefully someone can pick it up if I get distracted again.
There have been a few internal changes but nothing that's really obvious from the outside. The 3D clipping code now seems to be crash-proof although I have noticed a couple of problems with correctness which I will have to figure out.
The polygon filler also seems to have a bug which I don't remember being there (talk about code rot!). It sometimes misses some horizontal scans.
Anyway, I made a (very short) runway to see how it would work with an object that might actually be used in a game and apart from the clipping problem, it seems to handle it OK. I have an 84+ these days, and it runs about 40-50fps on that . PTI screen:
Here's another PTI screen demonstrating the clipping and polygon problems. Notice the left side of the screen (it could be something to do with signed numbers, since that is the negative side):
If anybody wants to run the program (still called DEMOCUBE ), you can download it here.
The keys have changed since last time:
[enter] Toggles between object and camera control (indicated by CAM or OBJ in top right corner of screen).
[+/-] move the current object forward and backward
[Left/Right] controls roll
[Up/Down] controls pitch
[1/3] controls yaw
[mode] exit program
Once I've tidied a few things up I'll start doing source releases again.
In the meantime, enjoy this crappy demo!
There have been a few internal changes but nothing that's really obvious from the outside. The 3D clipping code now seems to be crash-proof although I have noticed a couple of problems with correctness which I will have to figure out.
The polygon filler also seems to have a bug which I don't remember being there (talk about code rot!). It sometimes misses some horizontal scans.
Anyway, I made a (very short) runway to see how it would work with an object that might actually be used in a game and apart from the clipping problem, it seems to handle it OK. I have an 84+ these days, and it runs about 40-50fps on that . PTI screen:
Here's another PTI screen demonstrating the clipping and polygon problems. Notice the left side of the screen (it could be something to do with signed numbers, since that is the negative side):
If anybody wants to run the program (still called DEMOCUBE ), you can download it here.
The keys have changed since last time:
[enter] Toggles between object and camera control (indicated by CAM or OBJ in top right corner of screen).
[+/-] move the current object forward and backward
[Left/Right] controls roll
[Up/Down] controls pitch
[1/3] controls yaw
[mode] exit program
Once I've tidied a few things up I'll start doing source releases again.
In the meantime, enjoy this crappy demo!
Last edited by qarnos on Sat 24 Nov, 2007 10:06 am, edited 1 time in total.
"I don't know why a refrigerator is now involved, but put that aside for now". - Jim e on unitedti.org
avatar courtesy of driesguldolf.
avatar courtesy of driesguldolf.
I think I remember seeing your name about the place.DJ Omnimaga wrote:wow nice to see an old member come back. Lot of ppl were worried you retired completly for good -.-
You may not know me though, as I wasn't active on MC from march 2006 to july 2007, I am the reuben/reign of legends/illusiat guy actually. But I checked your project often and was impressed by how fast it ran for 3D and it would be awesome if that stuff was used in games
and I see you're from australia like tr1p1ea, did you ever met him in person?
I've never met tr1p - IIRC, he lives in Geelong and I'm on the other side of Melbourne. At least we're in the same state!
"I don't know why a refrigerator is now involved, but put that aside for now". - Jim e on unitedti.org
avatar courtesy of driesguldolf.
avatar courtesy of driesguldolf.
- GuillaumeH
- Regular Member
- Posts: 143
- Joined: Fri 17 Dec, 2004 8:30 pm
- Contact:
Looks good.
http://www.revsoft.org/wabbitemu.zip
You can run and take screenshots of the 84+ in Wabbitemu, an emulator by me and Jim e. That might help you add to the wow factor for complex scenes.qarnos wrote:I have an 84+ these days, and it runs about 40-50fps on that
http://www.revsoft.org/wabbitemu.zip
Interesting. What exactly did you have in mind?GuillaumeH wrote:Nice ! I've been planning to write a tutorial for the Juha3d routines, but now I can consider writing something more generic once your source code is available.
It looks great, but I couldn't get it to accept my 84+ ROM (downloaded using rom8x). 83+ worked fine, however.Spencer wrote:Looks good.
You can run and take screenshots of the 84+ in Wabbitemu, an emulator by me and Jim e. That might help you add to the wow factor for complex scenes.qarnos wrote:I have an 84+ these days, and it runs about 40-50fps on that
http://www.revsoft.org/wabbitemu.zip
"I don't know why a refrigerator is now involved, but put that aside for now". - Jim e on unitedti.org
avatar courtesy of driesguldolf.
avatar courtesy of driesguldolf.
- driesguldolf
- Extreme Poster
- Posts: 395
- Joined: Thu 17 May, 2007 4:49 pm
- Location: $4080
- Contact:
Yea, I had the same problem... The only difference is that my laptop doesn't have a serial port... So there was only one option left... (points at signature )qarnos wrote:It looks great, but I couldn't get it to accept my 84+ ROM (downloaded using rom8x). 83+ worked fine, however.
This looks really nice! Though the imperfectness is kind of annoying , not that I can do it better of course
- Jim e
- Calc King
- Posts: 2457
- Joined: Sun 26 Dec, 2004 5:27 am
- Location: SXIOPO = Infinite lives for both players
- Contact:
Well for the 84+ the only key detail to getting it to run is the rom size, it should be 2MB. However I have yet to directly support 8xus in wabbitemu, so you'll need to make sure the rom already has an os installed.qarnos wrote:It looks great, but I couldn't get it to accept my 84+ ROM (downloaded using rom8x). 83+ worked fine, however.
Dropping 85/86 support.
Does anybody mind if I drop 85/86 support from this engine?
I have been keeping it abstract enough to make porting easy, but it now seems that the library will have to reside in flash (the code itself currently runs up to BA00h) and I really couldn't be bothered worrying about other calcs.
Does anybody still use these?
I have been keeping it abstract enough to make porting easy, but it now seems that the library will have to reside in flash (the code itself currently runs up to BA00h) and I really couldn't be bothered worrying about other calcs.
Does anybody still use these?
"I don't know why a refrigerator is now involved, but put that aside for now". - Jim e on unitedti.org
avatar courtesy of driesguldolf.
avatar courtesy of driesguldolf.