MaxCoderz

for your 1 bit pleasure!

All times are UTC




Post new topic Reply to topic  [ 320 posts ]  Go to page Previous  1 ... 17, 18, 19, 20, 21, 22  Next
Author Message
 Post subject:
PostPosted: Sun 18 May, 2008 12:04 pm 
Offline
Extreme Poster
User avatar

Joined: Thu 17 May, 2007 4:49 pm
Posts: 395
Location: $4080
Whoa... *stares*


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun 18 May, 2008 1:03 pm 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 16 Dec, 2004 10:06 pm
Posts: 3064
Location: Croydon, England
Load New Commander (Y/N)?

A really impressive demo, as always; even more impressive considering the way that the model has been imported! :)


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun 18 May, 2008 1:27 pm 
Offline
Calc Guru

Joined: Thu 27 Oct, 2005 8:28 pm
Posts: 962
O.O nice!

_________________
Image Image Image


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon 19 May, 2008 10:28 pm 
Offline
Sir Posts-A-Lot

Joined: Sat 18 Dec, 2004 3:38 am
Posts: 228
Whoa, I'm totally impressed qarnos! The FPS is incredible given the amount of detail. Also cool to see that drawing/clipping/culling issues seem to have been resolved now.

Is anyone aware of games or applications using this library?


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue 20 May, 2008 5:45 am 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 01 Dec, 2005 9:04 am
Posts: 227
Location: Melbourne, Australia
Duck wrote:
Also cool to see that drawing/clipping/culling issues seem to have been resolved now.


Well, mostly resolved. It won't crash but I'm aware of one case where things wont quite look right.

Quote:
Is anyone aware of games or applications using this library?


Not yet, since the only source release available is from several years ago :P

I still have some work to do on the model conversion tools to make it useful, but hopefully I'm not too far away from being able to release something usable.

_________________
"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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue 20 May, 2008 7:02 am 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 16 Dec, 2004 10:06 pm
Posts: 4094
Location: I cant seem to get out of this cryogenic chamber!
O_O.

%!H!OPH!*(Y!@! That is incredible!

Even if you dont have the time to commit to a game, a simple model viewer would be awesome on its own :).

_________________
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."
Image
Image


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue 20 May, 2008 10:10 am 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 01 Dec, 2005 9:04 am
Posts: 227
Location: Melbourne, Australia
tr1p1ea wrote:
Even if you dont have the time to commit to a game, a simple model viewer would be awesome on its own :).


Well, that's the plan for the moment. The initial release will just be a basic model viewer - maybe someone else will be able to make a game out of it. I wouldn't mind taking a crack at Elite, though. Expect a release sometime in 2015 ;)

Here's an updated version of the demo which you, in particular, might enjoy. It's an experiment in greyscale stars... sort of. I basically turn the stars on and off every frame. It needs to run on an SE to get a high enough frame rate to have the desired effect, but looks ok.

It also fixes a problem with the object sometimes jittering all over the place when you roll the camera, like you saw in the first screenshot a few posts back.

_________________
"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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Thu 22 May, 2008 10:30 am 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 01 Dec, 2005 9:04 am
Posts: 227
Location: Melbourne, Australia
I've just been playing around with some basic lighting effects and it looks promising, especially given how little work went into it :P Still a little way to go though to get it working how I would like.

Image

There are two lighting methods: point source and infinite source.

Infinite source just takes a vector representing the direction the light is coming from.

Point source takes a point in world-space and calculates the light vector from this point to the object. The vector is only calculated to the centre of the object, not each vertex (for obvious reasons), so it won't look quite right when an object is close to the point source, but it is a good approximation.

Only one light may be defined, although it can be changed in between objects if you desire.

It isn't as time consuming as the frame-rate in the screenshot suggests - the coriolis station from the other demo is still there - slightly off screen - eating up my t-states.

_________________
"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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Thu 22 May, 2008 11:02 am 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 16 Dec, 2004 10:06 pm
Posts: 3064
Location: Croydon, England
Lighting too? Oh, how you spoil us. Looks excellent! :)

How are you calculating the dither pattern?


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri 23 May, 2008 12:24 am 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 01 Dec, 2005 9:04 am
Posts: 227
Location: Melbourne, Australia
benryves wrote:
Lighting too? Oh, how you spoil us. Looks excellent! :)

How are you calculating the dither pattern?


I have 9 8x4 pixel patterns set up, from 0/8ths to 8/8ths coverage. The dot product from the shading calculation gives a value between 64 (fully lit) and 0 (not lit). Since the patterns are stored sequentially in memory and are each 4 bytes, I just rotate the value right one place and mask out the two lowest bits to give a byte offset into the pattern array.

It is a little buggy in the shading - it doesn't seem to be calculating the offset correctly, hence the patterns seem to shimmer a bit, but I didn't get a chance last night to investigate it.

Unfortunately, I am going to have to redo some of the model rendering code to be able to elegantly handle lighting. This was just a hack built on top of the backface culling code, since they essentially do the same thing anyway.

_________________
"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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri 23 May, 2008 4:53 am 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 01 Dec, 2005 9:04 am
Posts: 227
Location: Melbourne, Australia
A less buggy version of lighting. I just need to add support for an emission value now.

Image

_________________
"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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri 23 May, 2008 6:28 am 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 16 Dec, 2004 10:06 pm
Posts: 4094
Location: I cant seem to get out of this cryogenic chamber!
Wow, looks great and runs smooth! X-Wing 83 maybe? :).

_________________
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."
Image
Image


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri 23 May, 2008 7:29 am 
Offline
MCF Legend

Joined: Mon 20 Dec, 2004 8:45 am
Posts: 1601
Location: Budapest, Absurdistan
qarnos wrote:
I just rotate the value right one place and mask out the two lowest bits to give a byte offset into the pattern array.

Does it look worse if you don’t mask out the last two bits? I can imagine that a clever dither pattern could allow achieving finer shades that way.

_________________
The Independent Z80 Assembly Guide
Acelgoyobis
PindurTI


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri 23 May, 2008 7:50 am 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 01 Dec, 2005 9:04 am
Posts: 227
Location: Melbourne, Australia
CoBB wrote:
qarnos wrote:
I just rotate the value right one place and mask out the two lowest bits to give a byte offset into the pattern array.

Does it look worse if you don’t mask out the last two bits? I can imagine that a clever dither pattern could allow achieving finer shades that way.


That's not a bad idea!

What do you think:

Image

Edited to add:

If anybody wants to try this on-calc, you can download the file here.

There are also two new keys: '(' and ')' will increase/decrease the size of the projection window. (On PindurTI, use '[' and ']')

_________________
"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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat 24 May, 2008 10:12 am 
Offline
Maxcoderz Staff
User avatar

Joined: Thu 01 Dec, 2005 9:04 am
Posts: 227
Location: Melbourne, Australia
I was doing some work today and deleted some code I shouldn't have, but it did produce a pretty cool screenshot :)

One of the techniques I am using to pick up some speed with sending data to the LCD is to keep two buffers - one for the current frame, and one for the last - and only send the bytes which have been altered. It's a kind of "dirty rectangles" scheme.

This screenshot illustrates it quite nicely. The code I removed (and quickly replaced!) was the code that cleared all the buffers at the start of the program to ensure everybody agrees on what is currently on the LCD. Without that code, you can actually see which parts of the LCD are updated.

Totally pointless, but it looks cool:

Image

_________________
"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.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 320 posts ]  Go to page Previous  1 ... 17, 18, 19, 20, 21, 22  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB ® Forum Software © phpBB Group | DVGFX2 by: Matt