Author Topic: solidFRAME v1.0b released  (Read 15759 times)

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Offline tr1p1ea

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Re: solidFRAME v1.0b released
« Reply #30 on: December 04, 2012, 04:59:46 pm »
The only issue i would have with that is probably the fact that there is no texture mapping so to speak, so you cant really have 3D tiles other than tiles filled with a pattern? This would still be pretty cool imo :).

Also to answer your other question, its 5 bytes per face/triangle. But 3 of those bytes are a vertex index, which are another 3 bytes each. Vertices are often reused in a 3D model which means that the size is not fixed, but related to how 'reusable' the vertex list is ... if that makes sense lol.
« Last Edit: December 04, 2012, 05:01:40 pm by tr1p1ea »
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Offline Xeda112358

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Re: solidFRAME v1.0b released
« Reply #31 on: December 04, 2012, 05:10:51 pm »
Yeah, that makes sense. Also, I realise that the grayscale aspect would be tough to do in a BASIC program, but simple textures are all that would be needed for a calculator. I am thinking that each tile represents a drawing, then you can load the drawing at the given coordinates. The drawings couldn't be too complicated, but even attaining 1 to 3 FPS to render a map would be awesome.

Offline tr1p1ea

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Re: solidFRAME v1.0b released
« Reply #32 on: December 04, 2012, 05:21:15 pm »
So will this be for a realtime scene? Or to render a tilemap from a given perspective and then do stuff, like a battle or something?

Though i do have a mode7 engine lying around that might do the trick? It would have to be amended to take out some of the accuracy shortcuts (that were used for speed):

« Last Edit: December 04, 2012, 05:25:21 pm by tr1p1ea »
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Offline Xeda112358

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Re: solidFRAME v1.0b released
« Reply #33 on: December 04, 2012, 05:23:13 pm »
I wasn't thinking of doing anything realtime. Just render and walk around, battle or whatever. Probably the battle engine would have some more realtime graphics, though.

Offline TIfanx1999

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Re: solidFRAME v1.0b released
« Reply #34 on: December 05, 2012, 07:04:10 am »
Hmmm, you guys know what I am thinking? tr1p1ea + Xeda teamup== epic win. :D
« Last Edit: December 05, 2012, 07:04:46 am by Art_of_camelot »

Offline Xeda112358

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Re: solidFRAME v1.0b released
« Reply #35 on: December 05, 2012, 07:26:01 am »
XD I think we would both need a decent amount of free time. However, if I finish up an RPG someday, it could definitely act as a model/mockup and put us almost half way there :) Then we would only need to worry about graphics and optimising.

Offline tr1p1ea

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Re: solidFRAME v1.0b released
« Reply #36 on: December 05, 2012, 04:01:49 pm »
lol yeah i always have a hard time finishing stuff. When i get free time ill see what i can do about a proof-of-concept to see if something is even possible at all.
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Offline Xeda112358

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Re: solidFRAME v1.0b released
« Reply #37 on: December 05, 2012, 05:03:23 pm »
Yeah, I have the same problem with finishing things. The only things I ever actually finish are tiny projects or simple projects. I'm pretty bad at finishing games unless I can do it all in one sitting.

Offline Spenceboy98

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Re: solidFRAME v1.0b released
« Reply #38 on: December 05, 2012, 05:43:47 pm »
Here is a shape that I found online and converted:


Another shape I converted(a man):
« Last Edit: December 05, 2012, 06:23:46 pm by Spenceboy98 »
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Offline tr1p1ea

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Re: solidFRAME v1.0b released
« Reply #39 on: December 05, 2012, 06:44:17 pm »
Cool, the man looks good. Do you know how many polygons those are?

Also can i get a copy of the 1st model, there seems to be something funny going on with it?
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Offline Sorunome

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Re: solidFRAME v1.0b released
« Reply #40 on: December 05, 2012, 07:53:46 pm »
wow, that is looking pretty cool!
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Offline Spenceboy98

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Re: solidFRAME v1.0b released
« Reply #41 on: December 05, 2012, 08:33:25 pm »
Cool, the man looks good. Do you know how many polygons those are?

Also can i get a copy of the 1st model, there seems to be something funny going on with it?

I don't know how many faces/vertices there are, but I attached the files.
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Offline Xeda112358

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Re: solidFRAME v1.0b released
« Reply #42 on: December 05, 2012, 08:36:46 pm »
Cool, thanks for making some examples for us to look at :3

Offline tr1p1ea

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Re: solidFRAME v1.0b released
« Reply #43 on: December 06, 2012, 07:33:00 pm »
I implemented the better sorting technique and gained over 1fps for the dark link model, about a 14% increase which is pretty good imo :). (also fixed some bfc issues too).
« Last Edit: December 06, 2012, 08:02:18 pm by tr1p1ea »
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Offline Spenceboy98

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Re: solidFRAME v1.0b released
« Reply #44 on: December 06, 2012, 07:36:03 pm »
I implemented the better sorting technique and gained over 1fps for the dark link model, which is pretty good imo :). (also fixed some bfc issues too).

You gonna upload the new version, or are you gonna wait until you make a bigger update?
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