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Art / 3D Modelling
« on: April 03, 2007, 06:40:00 am »
I was speaking more to the fact that in a 3D game, in real time, you can't exactly afford the cpu hit that rendering those types of reflections cost
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 496
Art / 3D Modelling« on: April 03, 2007, 06:40:00 am »
I was speaking more to the fact that in a 3D game, in real time, you can't exactly afford the cpu hit that rendering those types of reflections cost
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Computer Projects and Ideas / Several Anouncements« on: April 02, 2007, 07:45:00 pm »
removed by necro
because it is still a little ways off, a bit more screen goodness (I probably will only have this screeny up for a little while) 498
Art / 3D Modelling« on: April 02, 2007, 05:17:00 pm »
to bad those kinds of effects are way to slow for games, but for prerenders...
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Computer Projects and Ideas / 3D Games/Experiments« on: March 29, 2007, 05:51:00 pm »![]() including all data loss I encountered a few times from spyware, about 10 hours so far. Yes, still needs work, still just a subsurfed set of polys, so the end model will have more complexity than this. Used a black model in the eye and mouth socket because I turned shadows off (they never seem to work well). Thoughts? 500
Computer Projects and Ideas / 3D Games/Experiments« on: March 27, 2007, 02:17:00 pm »
It only contains a few dozen poly's but they are all sub devided 8 times to make it smoother, iow it is still extremely early work that I haven't optomised by hand yet (carefuly decimating and smoothing for instance to make sure everything locks right.) I fixed him so his eyes are empty and I can just put a eyeball in there (and could make him look around in the future). Eyes are obviously the wrong size and the mouth lacks definition, but I will fix that soon too. And the end model will probably have a lot fewwer polygons.
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Computer Projects and Ideas / 3D Games/Experiments« on: March 26, 2007, 08:08:00 pm »
Still experimenting, especialy with complex models. I still suck at modeling so here is my current attempt at a human
![]() of course, the smoothness will be will be way less and I am still working with just a rather simple subsurfaced poly right now...need texture...etc, etc. So, hopefully it will look like crap for only a short while longer. 502
Casio Calculators / Cool looking graphing calculator« on: March 26, 2007, 12:58:00 pm »
aren't those benchmarks scewwed, for intance ti 85/73 both using basic?
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News / Zetaboards beta« on: March 26, 2007, 12:39:00 am »
There is a new feature to let you add web pages to your forum...quite nice. Actualy, all the new stuff is pretty good.
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TI Z80 / Donkey Kong« on: March 25, 2007, 10:58:00 pm »
yay for donkey kong country...hope to see explosive barrels and hidden bananas. I can make sprites if you need...
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TI Z80 / Donkey Kong« on: March 25, 2007, 04:48:00 pm »
donkey kong arcade, donkey kong gb, donkey kong country, which one? (there are lots)
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News / 20 new songs added in the download section« on: March 25, 2007, 02:08:00 pm »
Are you back?
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Pokémon Purple / [PP] Progress, Starting in '07« on: March 23, 2007, 10:54:00 am »THE POST 13016684 Yay for saving progress bar 509
Computer Projects and Ideas / Several Anouncements« on: March 21, 2007, 06:25:00 pm »
Just got a new power adapter for my notebook so progress resumes. Lost a few days and I wish I had more done...plan to cut a few pointless touches to get it done a bit faster. Sorry for the delay.
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Computer Projects and Ideas / Several Anouncements« on: March 17, 2007, 08:09:00 pm »
Believe me when I say it will likely be very time consuming/difficult as c variants are rather inflexible in the way they do their variables and the fact graphics are far more complex. That aside, some news on current progress. Added spark effects to the new pulse energy gun (since people disliked the old pistol, and since it just makes more sense for the ball to use energy weapons) and I added new lasers that cause massive damage and can't be crossed (have to turn them off) as well as a few breakable things. Level design is slow as the levels are generaly rather complex.
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