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

Started by TheMachine02, January 19, 2015, 05:10:01 pm

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TheMachine02

April 11, 2015, 02:17:58 pm #30 Last Edit: April 11, 2015, 02:23:47 pm by TheMachine02
It is indeed better, but the gGenVtxArray(0) will create a blank line... wich is bad  :P

EDIT:Not so bad in fact, due to the presence of a store right after it.... dunno.

Snektron

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TheMachine02

April 11, 2015, 02:27:15 pm #32 Last Edit: April 11, 2015, 02:30:15 pm by TheMachine02
I may also use gGenVAO() and gVAOAttrib(), wich is close to what the function do in fact. Arr is a bad idea due to a line created with "->A"

EDIT : finally using gGenVAO and gVertexAttrib seems fine, I'll stick with these for the moment.

CKH4

Is the tutorial going to be updated? And is the development version of axe 1.2.2?


DJ Omnimaga

I like the command name ideas personally :) (the last one, that is)

Also I'm glad this project is still alive. :)

TheMachine02

This project is always alive  :P
Anyway, I started to do a big update, with lot of change.... that's mainly why I didn't really update tuto. I find current pipeline ins't really well adapted for game rendering/low memory and that there is too much bottlenecks....
Problem is that there will be commands changes  :-\

Snektron

Better finish the update before updating the tut though
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DJ Omnimaga

I agree. Hopefully you also won't run into too many issues during the update. >.<

How much RAM does the engine use for a small map?

TheMachine02

You have no idea on how this update is difficult XD

gLib will use approximatly 2500 bytes of RAM, and it is a fixed size, plus 256 bytes per added vertex attrib.
One good thing is I can render 1024 vertex or more with only this size of RAM (Previous VBO would have needed 16384 bytes...) , if code is well organized (different vertex array array are rendered sequentially, wich is pretty much good for portal rendering or such).
The only minus is that a standard cube will still need these 2500 bytes ... wich can be a bit too much, but I doubt the use of gLib will stick to a cube anyway  ;D

DJ Omnimaga

Ahh not bad then. I thought it used like 20 KB of RAM or something, if not more. If only TI had gotten their act up together earlier. The TI-83PCE and 84+CE both have 150 KB of RAM. A 83+ or 84+ with this much RAM would have been epic. And I see. I guess it's fine if the size is fixed, because after all, most people who make games will probably tell users in the readme that they need at least a certain amount of free RAM.

Duke "Tape" Eiyeron

It's a very good thing you get around size problems, we could end with a decent looking project on calcs! :D

Snektron

Im actually interesting in how far this project resembles OpenGL. I mean, is it easier to learn this if you know some
of the OpenGLES2 pipeline?
Also i think you can violate $4000 - $7FFF (the app space) so thats another 16k ram free
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TheMachine02

Knowing openGL definitly helps in understanding the lib. Some element are openGL based, other not, but at least it has some standard 3d rendering stuff. Also one nice thing with the update is that gLib will be also an asm lib in same time being a axiom  :P One file to rules them all
* TheMachine02 runs

Snektron

Legends say if you spam more than DJ Omnimaga, you will become a walrus...


DJ Omnimaga

By being an ASM lib, does it mean it will also be useable by hybrid BASIC programmers?

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