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 Post subject: solidFRAME discussion
PostPosted: Sat 15 Sep, 2012 5:58 am 
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double+necro post alert but i thought id share that i came up with an idea for a filled polygon (well triangle) routine yesterday. I have incorporated it into this side project so that it now supports 'filled vectors' (only people who've been around a while will get that reference :P).

I have no idea if this will lead to anything but just in case anyone is interested.

EDIT - Implemented very crude back-face culling and depth sorting:

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The 2 cubes intersect at points and at least it appears to choose the right polygon to draw:

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EDIT2 - Also properly working camera and combined rotations:

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EDIT3 - If anyone wants to try you can download this crude cube demo here: http://www.tr1p1ea.net/files/downloads/solidframe_19092012.8xp

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PostPosted: Sun 23 Sep, 2012 10:16 am 
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This is really cool tr1p! Nice work :)

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PostPosted: Fri 28 Sep, 2012 1:18 am 
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I rewrote the polygon (triangle) routine and its a bit faster now!

Here is a crazy cube screenie (15MHz):

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PostPosted: Fri 28 Sep, 2012 12:16 pm 
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This project is looking really interesting, tr1p1ea (and the performance is very good!) Nice to see it reappear. :)


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PostPosted: Mon 01 Oct, 2012 10:08 pm 
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I'm very impressed with how quickly it renders. Think there's any chance of it being greyscale?

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PostPosted: Tue 02 Oct, 2012 6:55 am 
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Thanks guys! Im still working on speeding up a few routines which should hopefully improve the speed a little more.

As far as grayscale goes im thinking 3lvl would be possible enough. I think it might suffer too much if it was to use interrupt driven grayscale however. For a cube though it should be possible :).

EDIT - I rewrote a fair amount of code so that objects can now exist and be transformed within a 16-bit world. The good news is that the performance hit is around 2-3fps and i havent attempted to optimise yet:

Small test, zooming in from afar:
Image

EDIT 2 - I have recreated the low detail (most are 3 polygons!) star wars models i had earlier (well most of them). Here you can see: xwing, awing, ywing, rebel transport, rebel frigate, tie fighter, ti interceptor, imperial transport, star destroyer:

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EDIT 3 - I have implemented some basic level-of-detail which will drop polygons from a model (and turn off backface culling in some circumstances) when an object is a certain distance. The amount of polygons to reduce each hurdle (there are 2 hurdles) is defined on a per model basis. The hurdles are set lower than normal for testing but the performance increase can be quite significant:

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EDIT 4 - So many edits! It seems that no-one is replying :(. At any rate i am still working on this project. I made contact with qarnos and he was able to provide me with a GREAT deal of information on knowledge on how to correctly combine rotations as well as helping me with some other problems and as such i have correctly (i think) implemented my camera controls as well as proper movement in 16-bit 3D space. Here is a screenie of 9 cubes (108 triangles) running @ ~20fps with level-of-detail running:

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EDIT 5 - I have made a utility to convert 3D models in Wavefront OBJ format to data useable by this engine (including which pattern each triangle should be). It requires a couple of things to be set up in Blender (The modeller i tested with) but it makes life a LOT easier :). Here is a rough sphere test (80 polygons). Note that i have a lot of optimising to do with this engine so 80 polygons is a bit of a hit!:

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EDIT 6 - It's a me, Mario!

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EDIT 7 - Dark Link!

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EDIT 8 - For those interested, I have found an issue with the engine and rectifying it should give me a performance increase ... stay tuned!

EDIT 8 (cont) - I gained a few fps doing some restructuring. I have also turned on depth sorting which is a bit of a performance hit. Still the overall result is still faster than the previous screenies:

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PostPosted: Fri 30 Nov, 2012 5:38 pm 
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tr1p1ea wrote:
EDIT 4 - So many edits! It seems that no-one is replying :(. At any rate i am still working on this project. I made contact with qarnos and he was able to provide me with a GREAT deal of information on knowledge on how to correctly combine rotations as well as helping me with some other problems and as such i have correctly (i think) implemented my camera controls as well as proper movement in 16-bit 3D space. Here is a screenie of 9 cubes (108 triangles) running @ ~20fps with level-of-detail running:

Image

This seems like it would make for a neat game, possible. Like, one of those 3D avoid-the-blocks type games, but maybe with more degrees of freedom to move around. It seems like with your other screenshots you've just got one model at a time--was this one a single model, or does your engine allow for multiple models on the screen?

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PostPosted: Fri 30 Nov, 2012 5:45 pm 
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tr1p1ea wrote:
EDIT 4 - So many edits! It seems that no-one is replying :(. At any rate i am still working on this project.

I'm not sure the forum marks posts as unread after edits - I was unaware you had updated this post with the latest edits until merthsoft's post!

Maybe this thread could be moved/linked to the new solidFRAME forum?


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PostPosted: Sun 16 Dec, 2012 7:39 am 
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Merthsoft: That screenie is indeed rendering multiple 'objects' in a 16-bit 3D world. The other screenies are still in the same 16-bit world but with only 1 object. So yeah that cube demo can have up to 255 different objects floating around technically. I was thinking of making a basic cube shooting demo or something ...

benryves: Yeah it doesnt flag post edits but its all good . And when i get home tonight i think ill make good on your suggestion to move this thread to the other subforum .

Here is a screenie of 9 x-wings in 'space' just floating about:

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PostPosted: Tue 18 Dec, 2012 10:49 am 
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Holy cow that looks really cool :shock:


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PostPosted: Thu 20 Dec, 2012 9:37 pm 
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Thanks :). Im working on some pretty tricky 3D movement and tracking routines which will hopefully enable me to get more out of this space-sim demo.

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PostPosted: Sun 30 Dec, 2012 11:49 am 
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That's a pretty sweet looking demo with the X-wings. :mrgreen:

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PostPosted: Sun 30 Dec, 2012 12:04 pm 
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Thanks! :).

Ive been trying to get some 3D tracking routines working but they are proving a bit difficult. Once they are done i should be able to start on some basic AI for the ships.

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PostPosted: Sun 30 Dec, 2012 1:09 pm 
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That would be pretty awesome! :D

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PostPosted: Sun 30 Dec, 2012 11:18 pm 
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This is a small test with 1 ship moving and docking with another. It still needs lots of work however.

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