Author Topic: Z80GL  (Read 12551 times)

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Offline fb39ca4

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Re: Z80GL
« Reply #15 on: February 26, 2011, 03:52:26 pm »
I would say to just use the 256 degree angle system as the one the user will use.

Ashbad

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Re: Z80GL
« Reply #16 on: February 26, 2011, 03:53:01 pm »
I think I'll go with speed then :)

also, no I'm not gonna release source or anything in the near future, and no screenies for a least a week, I just posted this thread in advance until I get triangles working great (or at all)

Offline fb39ca4

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Re: Z80GL
« Reply #17 on: February 26, 2011, 03:54:07 pm »
Oh, I thought he said a cube. A square would still be two triangles, unless quadrilaterals are supported as a primitive. (There's no real reason to have them, though.)

Offline Builderboy

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Re: Z80GL
« Reply #18 on: February 26, 2011, 03:54:22 pm »
And since this is an axiom it will also make it more compatible with Axe :)  Good luck with triangles!  What method are you using for filling currently?  
« Last Edit: February 26, 2011, 03:54:38 pm by Builderboy »

Offline DJ Omnimaga

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Re: Z80GL
« Reply #19 on: February 28, 2011, 06:34:21 pm »
Good luck Ashbad! This seems like an interesting project. I'm glad you're still doing calc stuff too.
« Last Edit: February 28, 2011, 06:34:52 pm by DJ_O »

Offline willrandship

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Re: Z80GL
« Reply #20 on: February 28, 2011, 06:38:06 pm »
Yay! 3D. Now we can make minecraft :P

Offline jnesselr

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Re: Z80GL
« Reply #21 on: February 28, 2011, 08:42:57 pm »
I'd go for speed and teh screenies.  This looks interesting.  I hope you can pull it off.

Offline AngelFish

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Re: Z80GL
« Reply #22 on: February 28, 2011, 08:44:53 pm »
Yay! 3D. Now we can make minecraft :P

Only on the Prizm and the CX, unless that GL package comes bundled with a new LCD and driver :P

You know, the CX could probably come fairly close to Minecraft in speed if the maps were limited because of how much overhead Java can have.

Good luck, Ashbad.
« Last Edit: February 28, 2011, 08:47:11 pm by Qwerty.55 »
∂²Ψ    -(2m(V(x)-E)Ψ
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Offline fb39ca4

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Re: Z80GL
« Reply #23 on: February 28, 2011, 09:03:09 pm »
Yay! 3D. Now we can make minecraft :P
Sorry to shatter your hopes, but there's just not enough RAM to make that happen.

Offline Eeems

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Re: Z80GL
« Reply #24 on: February 28, 2011, 09:27:19 pm »
Yay! 3D. Now we can make minecraft :P
Sorry to shatter your hopes, but there's just not enough RAM to make that happen.
Blasphemy! :P
/e

Offline DJ Omnimaga

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Re: Z80GL
« Reply #25 on: February 28, 2011, 10:41:57 pm »
It would really have to be a tiny version of it, lol. Personally I would rather want to see some other kind of 3D games first, though, then later we can integrate gCn to have multiplayer. I have doubts about the feasibility of 3D+gCn, though. There will definitively need to be as less info as possible being transmitted every few frames.

Ashbad

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Re: Z80GL
« Reply #26 on: March 16, 2011, 07:31:48 pm »
well, with a whole new overhaul in place, I know how I'll do depth rendering!  :)  I've almost got a line to render great in any camera position, so things are looking better.

Also, this isn't scenegraph based, though -- you'll have to implement a primitive renderloop to update some things as it is right now.  Scenegraphs are really not as feasible on a 84+ :P
« Last Edit: March 16, 2011, 09:00:10 pm by Ashbad »

Offline jnesselr

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Re: Z80GL
« Reply #27 on: March 16, 2011, 11:36:58 pm »
well, with a whole new overhaul in place, I know how I'll do depth rendering!  :)  I've almost got a line to render great in any camera position, so things are looking better.

Also, this isn't scenegraph based, though -- you'll have to implement a primitive renderloop to update some things as it is right now.  Scenegraphs are really not as feasible on a 84+ :P

Why did you strikethrough that post?

Ashbad

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Re: Z80GL
« Reply #28 on: March 17, 2011, 01:42:51 pm »
because I had problems with it and thought I had to scrap it -- but then I found a nice routine for polygon drawing ^-^

Offline shmibs

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Re: Z80GL
« Reply #29 on: March 17, 2011, 03:02:51 pm »
ooh, sounds cool!
i'm glad that this was not forgotten.