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Messages - tr1p1ea

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451
News / Re: solidFRAME v1.0b released
« on: December 04, 2012, 04:40:49 pm »
Sure thing! I had plans on turning the engine into a lib that can be accessed by other programs so that people can make use of the 3D routines. (xLIB3D anyone? lolol just kidding :))

This will have to happen after i have at least fixed the back-face culling and implemented polygon clipping (which will unfortunately be a little speed hit :S).

This is a demo with 9 cubes (12 polygons each, so 108 triangles for the 'world') all translated into 16-bit space, running at around 17fps with free movement. I have a basic 'level-of-detail' system running where the number of polygons processed for any particular 'model' is dependent on its distance from the camera. This gives a bit of a speed boost and should allow for more complex scenes:


452
News / Re: Portal Prelude released
« on: December 04, 2012, 04:32:27 pm »
Looks great Builderboy! I particularly liked the interview on ticalc.org :).

453
News / Re: solidFRAME v1.0b released
« on: December 04, 2012, 04:21:50 pm »
Yeah it should range between 12-16 fps with around 40 triangles, depending on how many vertices there are also (if there are lots of shared vertices then the speed should be better).

Here is an xwing test model that is 34 triangles and runs at ~18.5fps:


454
News / Re: solidFRAME v1.0b released
« on: December 04, 2012, 03:45:08 pm »
Well im afraid there isnt a whole lot to see at the moment, i had to reset the materials in the model. Here is a screenie which doesnt show much really:



Note that this has more than both the Mario and Dark Link head models combined, The details for this model are mostly made up of redundant triangles.

In most cases the same model can be made with a LOT less polygons than normal without affecting the on-calc quality.

455
News / Re: solidFRAME v1.0b released
« on: December 03, 2012, 09:50:39 pm »
Your OBJ file needed to be scaled and the materials needed to be reoganised. I have converted it by hand since i dont have blender but you lost all of your materials in this test.

You can get the .8xp from here: http://www.tr1p1ea.net/files/downloads/

That being said at 254 polygons, its going to be slow! (maybe ... MAYBE 3fps). You should be able to recreate this model with a small fraction of the polygons.

456
News / Re: solidFRAME v1.0b released
« on: December 03, 2012, 08:55:43 pm »
What exactly are you typing when running it?

The utility doesnt have much in the way of error checking so you have to be careful how you use it.

457
News / Re: solidFRAME v1.0b released
« on: December 03, 2012, 08:32:09 pm »
What syntax are you using? Does your model have less than 256 vertices AND less than 256 faces?

Are you able to send me a copy of the model to test?

458
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: December 03, 2012, 06:59:41 pm »
Here is a better screenshot of whats going on (i hope):

459
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: December 03, 2012, 05:19:56 pm »
Well this was more of a hax (actually its only 3 lines of code lol) which piggy backs off the back-face culling code. Pretty much finds the angle between the face and the 'camera' and uses that as an index for the pattern list (where the patterns are black dithered to white).

460
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: December 03, 2012, 04:01:06 pm »
To indeed get back on topic i thought id share a slight update, some very basic lighting effects:


461
News / Re: solidFRAME v1.0b released
« on: December 02, 2012, 11:12:50 pm »
Not as yet, i have my sights on finishing the polygon clipping code before attempting that. Technically i have a demo with 9 cubes in 3D space where you can fly around and such (at around 17-20fps) which almost fits the part. They are a reasonable distance apart however so the speed comes from LOD techniques. Ill see what i can do in the short-term.

462
News / Re: solidFRAME v1.0b released
« on: December 02, 2012, 10:56:34 pm »
Thanks guys :).

Spenceboy98: Do you need help making some stuff in Blender? Are you trying to add or subtract vertices/faces?

You can use the 'Decimate' modifier to reduce faces/vertices of a mesh?

463
TI Z80 / Re: [AXE] electricity simulator
« on: November 29, 2012, 06:35:49 pm »
Actually this is a really neat idea for a project. I can see this being extremely valuable for students and enthusiasts alike.


464
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: November 29, 2012, 04:27:27 pm »
Yeah ill have to correct those silly errors :S. Also i fixed the polygon tearing issue:


465
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: November 28, 2012, 11:46:33 pm »
We spell it metre and centre etc, as well as labour and stuff as well. Right now firefox is telling me off for bad spelling :P.

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