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Messages - TheMachine02
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« on: June 10, 2014, 04:38:15 am »
Yay collision ! Actually, it was one of the only thing that I haven't succed to put in place. So, yeah, having a lib who can do this is super great How big can the worlds be?
I do think that world is mostly limited by GLib, so a cube of [-128,+128]
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« on: June 07, 2014, 01:33:42 pm »
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« on: June 04, 2014, 08:58:07 am »
lol : I have a reallyyyyy slow internet :
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« on: May 30, 2014, 12:41:15 pm »
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« on: May 27, 2014, 05:09:09 am »
Soo.. I've just test it on real hardware, and I must say it rather super mega awesome keep up the good work
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« on: May 20, 2014, 04:00:32 am »
Plop, here the version that shouldn't cause problem. If the issue still there, I guess that something is unexpected in your code, and I will need the source to spot it
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« on: May 19, 2014, 02:27:04 am »
So it does look like that I have already correct this bug, I can't reproduce it on the version I currently have. I'll send you an alpha version of the new version when I will have some time
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« on: May 19, 2014, 01:41:22 am »
mmmhhh.... I do think there is something else, cause cliping is performed every frame (basicaly, compute a visible code at the end of vertex rotation, and when a line is draw, GLib check the code and performe cliping between the two point of the line if necessary. It mostly look like that GLib fail at retrieving some pre cliping vertex information. How do the vertex are moved/rendered ?
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« on: May 14, 2014, 04:16:28 pm »
6314 : you notice that the previous code won't even compile and that there is a way to win (65535+1=0)
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« on: May 04, 2014, 02:40:49 pm »
Awww crap, blocked in France.
Strange, I am in France tooo, and I can read the video * TheMachine02 runs
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« on: May 04, 2014, 05:08:54 am »
I only made two call to draw primitive, since I treat polygon as quadrilaters : so two polygons :p . This can be changed, and currently I support every polygons possible, as long as point given are in right order and coplanar.
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« on: May 04, 2014, 05:01:15 am »
So, I have reimplemented the polygon engine, with the new version of Glib. It is pure axe, so there isn't really some astonishing performance, but there still great. Two polygons ~20 fps : Backface culling (from ~30 fps to 38fps)
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« on: April 30, 2014, 07:47:21 am »
Actually what I was saying is that instead of trying to make a full fledged engine, a per game optimized engine is better because smaller and faster since it only has the features you need and it's part of your code, not a library.
I agree.
Or make a library which only include basic function, and let the user do what he wants to do. (Cause some function must be there, like projection or such).
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« on: April 28, 2014, 12:56:42 pm »
Wow how I missed that...
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« on: April 25, 2014, 02:27:57 pm »
it is me gameover screen is flashing Btw, great update.
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