Author Topic: Nemesis- a new axe 3d rpg  (Read 34236 times)

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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #120 on: September 19, 2012, 09:19:21 am »
and I bet you can optimize your code ^^

oh yes !! I have a lot of thing who need to be optimised
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Offline DJ Omnimaga

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Re: Nemesis- a new axe 3d rpg
« Reply #121 on: September 19, 2012, 11:47:57 am »
Question: If we take, for example, the previous screenshots, how many walls are there to be displayed in there total? Are there any diagonal ones? Would removing diagonal walls (if any) increase the speed?

Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #122 on: September 19, 2012, 12:49:03 pm »
well...
in screenshot, there is about 15 wall and remove wall always increase speed ; but if we remove this wall, we going to have a transparancy problem, because for remove the transparancy, I need to display each wall  :w00t:
« Last Edit: September 19, 2012, 12:49:14 pm by TheMachine02 »
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Offline MGOS

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Re: Nemesis- a new axe 3d rpg
« Reply #123 on: September 19, 2012, 12:59:55 pm »
I think DJ meant the diagonal walls. Would it be faster if you could reduce your algorithm for only perpendicular walls?

Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #124 on: September 19, 2012, 01:01:20 pm »
don't think so because the engine don't care if wall are perpendicular or diagonnal...  :P
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Offline Sorunome

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Re: Nemesis- a new axe 3d rpg
« Reply #125 on: September 19, 2012, 11:27:19 pm »
wow, that's then a pretty cool engine :D

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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #126 on: September 20, 2012, 02:46:42 am »

wow, that's then a pretty cool engine :D

thank.
(but I think he can be improve a lot)
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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #127 on: September 20, 2012, 12:31:03 pm »
find a way to improve the speed a lot : a litlle routine that will tell me if wall are front of me, or back. Up there, I could not implement this routine in my engine, but now I can.  :)
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Offline Stefan Bauwens

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Re: Nemesis- a new axe 3d rpg
« Reply #128 on: September 20, 2012, 12:45:06 pm »
Great news! I must say it already looked awesome and pretty fast. But this is even better! :)


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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #129 on: September 24, 2012, 12:25:31 pm »
sorry for the time : I have to recode the engine to implement new routine (water, doesn't work very well...)

10% speed+

and I have one question : what is more fast : an ion assembly prog or a noshell assembly prog ?

EDIT : 100e post =)
« Last Edit: September 24, 2012, 12:26:02 pm by TheMachine02 »
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Offline MGOS

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Re: Nemesis- a new axe 3d rpg
« Reply #130 on: September 24, 2012, 12:26:51 pm »
what is more fast : an ion assembly prog or a noshell assembly prog ?

They are the same, just a different header I think. Both is z80 asm, but Ion gives compatibility to other shells.
« Last Edit: September 24, 2012, 12:27:40 pm by MGOS »

Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #131 on: September 24, 2012, 12:27:37 pm »
thank
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Offline DJ Omnimaga

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Re: Nemesis- a new axe 3d rpg
« Reply #132 on: September 24, 2012, 02:54:48 pm »
Glad to see you managed to get better speed. :) As for diagonal walls I was refering to how in your screenshots, your maps did not seem tilemapped. In Gemini, every wall are at 90° angles because the map data is like a matrix, where if a square is detected as solid, it displays a cubic wall block there. The fact your engine supports walls at different angles than 90°, 180°, 270° and 360° makes it even more amazing.

Offline Sorunome

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Re: Nemesis- a new axe 3d rpg
« Reply #133 on: September 24, 2012, 06:32:33 pm »
Wow, cool, speed increase! :D

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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #134 on: October 08, 2012, 12:40:23 pm »
once again sorry for the time. 10% speed +

I will  realase soon an axe librairy with the functions I use for my 3d.

to do :
water,
floor,
more speed (if I can),
maybe light.

And when it's done I finish my demo.
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