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Messages - tr1p1ea

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436
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 11, 2012, 04:33:28 pm »
Thats a large tileset! :).

437
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: December 10, 2012, 07:54:42 pm »
Added polygon clipping, but only in 2D which means that any polygons that have a vertex behind the near plane (z=0) will be culled and not clipped as demonstrated in this screenie:



Still that only typically happens when you are 'in the middle' of a model so in most cases it should be acceptable.

Also DJ_O, not it will support that just fine ... but i was too lazies to implement it *hides*.

438
News / Re: Ticalc.org launches POTY 2012
« on: December 10, 2012, 05:50:12 pm »
lol you should be right to start celebrating for next year :).

439
News / Re: Ticalc.org launches POTY 2012
« on: December 10, 2012, 04:19:37 pm »
For me Alien Breed V is hands down the POTY for 2012.

440
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 09, 2012, 08:55:27 pm »
Will this project require animated tiles?

441
News / Re: Portal reaches 8000 downloads in 1 week
« on: December 09, 2012, 08:50:43 pm »
8000 downloads? You sure someone didnt shoot a portal on either side of the download button and jump through it?!

442
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 07, 2012, 10:31:30 pm »
The Desolate rewrite is 8lvl grayscale and runs at the same speed as 4lvl lol, but the data requirements for that would be outside the scope of this project. I think you guys need to lock down what kind of game this will be before deciding, like turn based or action game etc.

443
News / Re: solidFRAME v1.0b released
« on: December 06, 2012, 08:02:45 pm »
I might fix a few other things first then ill release an update.

I was also thinking about hosting a model repository if anyone thinks that is a good idea?

Changelog so far:
- fixed polygon tearing issue
- added polygon clipping
- sped up sorting
- sped up transform operations
- updated obj converter to allow for 'double-sided' polygons

Ive also messed with the engine a little, here is a test of 9 x-wings (14 faces, 18 vertices) floating around in 'space'.


444
News / Re: solidFRAME v1.0b released
« 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).

445
News / Re: solidFRAME v1.0b released
« 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?

446
News / Re: solidFRAME v1.0b released
« 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.

447
They should just let people use CAS on tests.

448
News / Re: solidFRAME v1.0b released
« 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):


449
ASM / Re: [83+] Place for IM 2 table?
« on: December 04, 2012, 05:13:15 pm »
Well there is only one way to find out, a stringent testing phase is probably needed however.

450
News / Re: solidFRAME v1.0b released
« 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.

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