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_gFMulAxBCdiv16: ld hl, 0 or a ret z rra \ jr nc, $+8 \ ld h, b \ ld l, c \ sra h \ rr l rra \ jr nc, $+3 \ add hl, bc \ sra h \ rr l rra \ jr nc, $+3 \ add hl, bc \ sra h \ rr l rra \ jr nc, $+3 \ add hl, bc \ sla c \ rl b rra \ jr nc, $+3 \ add hl, bc \ sla c \ rl b rra \ jr nc, $+3 \ add hl, bc rra \ rra \ ret nc sla c \ rl b or a sbc hl, bc ret
Actually, not. I've taken care the fact that an optimized engine as to be made for each game. That's why gLib doesn't offers a game engine, only the essential set of routine to get basic 3D runs, and optimized data manipulations. (setting matrix, rotation,cliping...) (even if I still have to add 2D rotation commands)I even let's the user do what he wants in 3D calculation with shaders. I do think that is much powerful than an big engine taking care of all - wich gLib isn't - and pretty much close of a very particular engine.But after, we'll have to see. I am currently programming a game with it, I pretty much will see if it is feasible or not.
... Another thing, this can actually draw textures right?
Quote from: c4ooo on April 27, 2015, 04:00:19 pm... Another thing, this can actually draw textures right?I don't think it can.