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[gLib][3d][z80][ez80] gLib a fast 3D asm/axiom library

b/[Inactive] gLib 3D polygon library (TI-83+/84+/CE/83PCE) Started by TheMachine02, January 19, 2015, 05:10:01 PM

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u/TheMachine02 April 17, 2017, 04:46:38 PM
Well I don't have a 80 tris model in my hand right now and I have a old and buggy (and pretty much unoptimized) glib version on this computer; but :



212 tris, 155 verts. I would expect a minimum 30% speed boost against the current code I have.

EDIT : take a look at this screen, though :



Nearly 1400 tris, 1000 verts. And it run at about 280ms/frame. Given that rendering time scale quite well number of tris and vertex, I *think* 80 poly model should run under 40ms.
Last Edit: April 17, 2017, 04:51:06 PM by TheMachine02
u/tr1p1ea April 18, 2017, 12:14:23 AM
Amazingly impressive, the speed is awesome!

What would you say is your favourite speed optimisation so far?
u/c4ooo April 18, 2017, 12:50:04 AM
You would make a game with this - doom maybe? :)
u/TheMachine02 April 18, 2017, 07:01:33 AM
I think the code I am most proud of is the vertex shader which is quite efficient and especially the perspective divide,  who doesnt even use a true division. It is about 2500 cycles max per vertex.
u/Dream of Omnimaga April 18, 2017, 02:16:51 PM
Quote from: TheMachine02 on April 17, 2017, 04:46:38 PM
Well I don't have a 80 tris model in my hand right now and I have a old and buggy (and pretty much unoptimized) glib version on this computer; but :



212 tris, 155 verts. I would expect a minimum 30% speed boost against the current code I have.

EDIT : take a look at this screen, though :



Nearly 1400 tris, 1000 verts. And it run at about 280ms/frame. Given that rendering time scale quite well number of tris and vertex, I *think* 80 poly model should run under 40ms.
That is awesome. With reduced poly count, we could definitively have a full game running at acceptable FPS. 8 FPS for a 3D calc game would definitively be good.
u/TheMachine02 April 19, 2017, 09:01:33 PM
It should indeed. Well as long as framerate is somewhere between 6 to 10 fps it feel responsive enough. Still more polygons would be welcome  :P
* TheMachine02 returns optimizing
u/TheMachine02 May 05, 2017, 12:31:30 PM
Implemented per vertex lightning, so I have an almost rock solid vertex shader now  :P I also have a key transparency for texture set.



u/Dream of Omnimaga May 05, 2017, 02:14:28 PM
This is just getting better and better O.O
u/p2 May 05, 2017, 02:59:10 PM
were the second model's wings ment to be hidden when shown  from behind...?  ;)

looks great as always, nice job!  :thumbsup:
u/TheMachine02 May 05, 2017, 09:55:33 PM
Wings is just an effect of backface culling. So yeah not a bug just model issue.
u/tr1p1ea May 06, 2017, 09:45:42 AM
Looks awesome as always!
u/Lionel Debroux May 27, 2017, 07:10:36 AM
It had been a while since I read this topic. That's fantastic work, as usual :)
u/TheMachine02 September 10, 2017, 09:29:40 PM
It isn't dead !


(London, the whole level 4 of tomb raider. ~3500 triangles and 2000 vertices)

Don't look at the lightning, it is broken  :P

Seriously optimizing is taking most of my time now, and it is ... like .. you know hard  :P
u/tr1p1ea September 10, 2017, 10:48:22 PM
Looks awesome man! The detail is crazy good.
u/Dream of Omnimaga September 13, 2017, 05:14:26 PM
Looks good ^^

I wonder how would a small portion of Mario 64's castle (the first room) render and look like? :p
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