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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/p2 October 10, 2016, 04:33:04 PM
nice speed! ^^ MAybe you should zoom back a bit so when rotating the feet are still inside of the pictore (as triangles that are partially outside of the screen aren't displayed) ^^

If you reduced it to half or 1/3 the size (as it ould be needed for games) and also reduced teh quality of the model (noone notices at that resolution) it should run really smooth *-*
u/TheMachine02 October 10, 2016, 04:36:22 PM
Quote from: p2 on October 10, 2016, 04:33:04 PM
Maybe you should zoom back a bit so when rotating the feet are still inside of the pictore (as triangles that are partially outside of the screen aren't displayed) ^^

Yeah that was to show off that culling work at custom resolution  :P
Anyway, a game could be doable even at 320x240, and that what game should aim for, cause halfscreen doesn't look *that* good. But anyway, those are way much bigger model than a game should contains  :D
(1700 polygons is waaaaay too much)


EDIT : some nice debugging screen  :P

Last Edit: October 10, 2016, 04:49:44 PM by TheMachine02
u/Dream of Omnimaga October 19, 2016, 02:51:11 AM
Lol actually at first I thought it was some sort of shading changing effect XD. It actually looks cool
u/p2 October 19, 2016, 08:31:43 AM
Quote from: TheMachine02 on October 10, 2016, 04:36:22 PM
EDIT : some nice debugging screen  :P

That looks AWESOME!! :D
But I guess that's at full rendering speed...? >.<
It would be really cool if you could make her appear like that and then start doing some fancy fight moves or something like that :thumbsup:
u/TheMachine02 October 19, 2016, 04:45:00 PM
Quote from: p2 on October 19, 2016, 08:31:43 AM
But I guess that's at full rendering speed...? >.<
It would be really cool if you could make her appear like that and then start doing some fancy fight moves or something like that :thumbsup:

Nah it is slowdown by a halt somewhere in the texturing setup, since this model render without halt at more than 2fps  :P
Animation would be a cool addition, altough I am still figuring how to do that proprely  :D
u/p2 October 20, 2016, 09:45:32 AM
you have to make chewing cows *-* they look great ;D
u/TheMachine02 October 20, 2016, 03:02:23 PM
So several update of the texture code. First it use exx, so don't expect perfect timed interrupts when you use it  :P

Second, it is faster. Like x1.5 to x2 faster :



And third, it support texture up to 255x255 shamelessly :



Of course, 255x255 will be hardly usefull in pratice, but who know  :P (And anyway, it was a consequence of optimization and algorithm making)
u/Dream of Omnimaga October 20, 2016, 08:03:33 PM
Darn, so many details. :O
u/c4ooo October 20, 2016, 08:07:53 PM
As amazing as it looks, it would nice if you where to provide more practical demos that ran at better FPS ;)
u/p2 October 20, 2016, 09:05:45 PM
or maybe also stick to one model and create a comparison post to directly see the imrpovements/changes you have made? :) That would be nice :)
u/Dream of Omnimaga October 27, 2016, 07:12:16 PM
I'm definitively curious about how fast would 16 arwings rotate, in frames per second. And by arwing I mean the SNES ones, for less polygons and no texture.
u/TheMachine02 October 27, 2016, 08:18:54 PM
Well, I don't have the original snes model, but by lurking around on the net, I found an average polygon count of ~30 triangles. So, 16 times this model would be less triangle than the high poly (629 tri) chocobo posted earlier in the thread, and would run even faster (so >12 fps) (and with depthsorting). Of course this a bit speculation, but it should be fairly correct.
u/tr1p1ea October 28, 2016, 04:00:19 AM
I don't think you are going to need 16 of those on-screen in a game situation though? So the performance might be better in reality.

That being said, if they are too close to the camera it could be a drain :(.

Looks AWESOME btw @TheMachine02 !
u/TheMachine02 October 28, 2016, 03:05:26 PM
So just wanted to try that one day. Sure it is quite broken (ie, converter broke uv coordinate), no bfc cause broken too, and no cliping, but still cool  :P

[spoiler][/spoiler]

And yeah, a strafox is more than doable. Just need to get on it one day  :P
u/Dream of Omnimaga October 28, 2016, 04:24:43 PM
Quote from: tr1p1ea on October 28, 2016, 04:00:19 AM
I don't think you are going to need 16 of those on-screen in a game situation though? So the performance might be better in reality.

That being said, if they are too close to the camera it could be a drain :(.

Looks AWESOME btw @TheMachine02 !
I said 16 in case someone made a Star Fox clone with an Area 6 style stage where there could easily be that many enemies at once on the screen actually
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