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Messages - TheMachine02
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256
« on: July 10, 2013, 11:25:31 am »
A litlle screenshot to show the backface culing thing. Note that a lot of lines can be remove, I currently work on this. Vertex isn't process if face is remove. It's currently run at +-31 fps, but I hope gain more speed.
257
« on: July 09, 2013, 01:25:04 pm »
That looks AMAZING!!!
Keep up the good work, as always!
thanks Matref, I finally don't need your backface culling, because I manage to create something user-friendly (well I hope so ) and which can manage backface culling, as well as a LOT of other things But, I really want to see how you do it Anyway, I am close to the update, but there is some very bad bugs I want to correct before the release, so maybe tomorrow. I don't think I will have the time to correct everything this evening, though
258
« on: July 09, 2013, 09:25:40 am »
Either way it looks great ... but i was wondering how the texture is mapped. It looks like an 8x8 texture but it appears to have taken a triangle slice of the texture? Or is the whole 8x8 texture not mapped to a single triangle (since it should look distorted when you map a square to a triangle).
It map a texture according with the U,V coordinate in texture space given at the 3 points who made the triangle Matref, your backface culling is very interesting. Since I rewamp the polygons sytem, I was forced to remove z-sorting, and I start to study this method in fact . I will be happy if you can explain me this. Anyway, some new screeenshots (and I work now hard on the lib to release it as fast as I can !)
259
« on: July 08, 2013, 04:09:37 am »
no, it' won't help. Resolution of screen is independent from the calculation process But in order to get speed I can decrease the drawing resolution of the texture, and they will be ugly
Do you mean reduce the actual texture size or just make it more pixelated while making the outline standard? Reducing the texture size would probably look too ugly since it's already very small to begin with. >.<
No, it's just make more pixelated when drawing. I was thinking tomorrow for the next update, I hope I will have time to finish everything I want to do
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« on: July 07, 2013, 04:56:39 am »
no, it' won't help. Resolution of screen is independent from the calculation process But in order to get speed I can decrease the drawing resolution of the texture, and they will be ugly
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« on: July 06, 2013, 08:01:02 am »
Yeah of course. Clipping are mainely for indoor scene, as well as portals. A very very very very super good new : TEXTURES WORKS !!!! but it's slllllllloooooooowwwwwwwwwwwwwwwww
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« on: July 04, 2013, 12:30:29 pm »
Oh yes effectively. I take Y<64 for Y<<64 I don't know if !If Y.π1111111111000000 is more faster ,thought
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« on: July 04, 2013, 12:20:06 pm »
there is just a little problem in your routine , wich is, in other part very good You don't do a perfect clipping due to one line : If Y<64
who let enter in the drawing part even if y<0 ... you can do this instead : !If Y.π1111111111000000
if y<0 or Y>64 it will not draw anything
264
« on: July 03, 2013, 12:12:25 pm »
I love too Back To The Futur ! And ... they produce it. It's just
265
« on: July 03, 2013, 09:25:42 am »
Well,well... I use a 2d method and a 3d one. The clipping line routine first check if the 2 point we want to draw is not behind the camera. If so, it's apply the cohen sutherland algorithm to clip the line in 2d If one point is behind camera, it's calculate the 3d coordinate of the two needed point and then clip in 3d. (clip against the camera x,y plane) It's simply after render with the 2d clipping line routine. The result is a good clipping, but a very slow thing when calculating the 3d clipping. I have optimizations in mind, though Filled surface is not clip for the moment This seems to be able to do what my 3D engine kept failing at, and at a thrutely great speed.
I am not agree with that. You have texture, and they give me a very hard time ! Else : *You can of course take any part of the librairy you want at each update, as long you credits me *I don'y (currently) know how to handle collision (but you can be sure I will find a way) *I can't currently make screenshot, sorry *And of course thanks for all support EDIT: 200 posts
266
« on: July 02, 2013, 05:39:36 am »
O_o I forgot to precise it's a 6Mhz screen and there is a pause 100 in the principal loop (principally to catch bug)
267
« on: July 02, 2013, 04:58:46 am »
no don't worry, it's not dead at all I currently work actively on it.... It's just I prepare you a super mega update of the death Anyway, here is the last progress :
268
« on: June 26, 2013, 12:27:06 pm »
As I need a fast cliping line algorithm, I use this one. So I program it, and he looks to be fine. But, in some cases the line is completly false (it draws another line that I need) I simply can't find why he does that. If someone has an idea ... ? The code : (unoptimized, I know ) .TE
ExprOn pi0000->^^oINSIDE pi0001->^^oLEFT pi0010->^^oRIGHT pi0100->^^oBOTTOM pi1000->^^oTOP .Code
L1->^^oXMAX+2->^^oYMAX+2->^^oYMIN+2->^^oXMIN+2->^^oGCode
0->XMIN->YMIN 95->XMAX 63->YMAX 0->F->G Fix 5
Repeat getKey(15) GCLine(F,G,48,32) HLine(YMAX) HLine(YMIN) VLine(XMIN) VLine(XMAX) !If getKey(48) getKey(3)-getKey(2)+F->F getKey(1)-getKey(4)+G->G Else getKey(3)-getKey(2)+XMAX->XMAX getKey(1)-getKey(4)+YMAX->YMAX End Text(1,1,F>Dec Text G>Dec
DispGraphClrDraw End Fix 4 Return
Lbl GOutCode ^^oINSIDE->GCode If r1-XMIN//32768 ^^oLEFT->GCode ElseIf XMAX-r1//32768 ^^oRIGHT->GCode End
If r2-YMIN//32768 GCode+^^oTOP->GCode //or ElseIf YMAX-r2//32768 GCode+^^oBOTTOM->GCode //or (16bit) End Return GCode
Lbl GCLine GOutCode()->r5 sub(GOutCode^^r,r3,r4)->r6 Text(50,1,r5>Dec
While 1 !If r5+r6 //16-bit or Line(r1,r2,r3,r4 Return End ReturnIf r5.r6
If r5 r5->B Else r6->B End
If B.^^oBOTTOM r3-r1*(YMAX-r2)//(r4-r2)+r1->X YMAX->Y ElseIf B.^^oTOP r3-r1*(YMIN-r2)//(r4-r2)+r1->X YMIN->Y ElseIf B.^^oRIGHT r4-r2*(XMAX-r1)//(r3-r1)+r2->Y XMAX->X ElseIf B.^^oLEFT r4-r2*(XMIN-r1)//(r3-r1)+r2->Y XMIN->X End
!If B-r5 GOutCode(X,Y)->r5 Else X->r3 Y->r4 sub(GOutCode^^r,X,Y)->r6 End
ReturnIf getKey(15) End #ExprOff
A screenshot to show the bug :
269
« on: May 31, 2013, 02:04:23 pm »
If you need help, I can give some, though EDIT: and try to not double-post. You can simply edit your message with the EDIT button =)
270
« on: May 21, 2013, 11:38:11 am »
It's seem great ! But.... One thing to said : just don't use this :
!If (T++^10)
remove the parenthesis because they are useless... and you should precise that you have to change the value after ^ (or not) to find the perfect greyscale lvl of one calc (It's just test, though)
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