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Messages - TheMachine02

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61
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: April 05, 2014, 09:19:12 am »
that really depend if the object share a lot of vertices or not I guess. As long as object aren't vertices consuming or link consuming, I guess it could be possible to have something in real time.

As for collision detection, it really depend on game itself. Some will need simple collision (a tilemap could do the job), or some other need plane collision detection, who is pretty much time-consuming.

So, this really depend of the final goal  :P

62
TI Z80 / Re: Don't Step The White Tile - ClrDraw
« on: March 18, 2014, 07:39:22 am »
Seems pretty good  :D
I like the shark :p

63
TI Z80 / Re: Maybe that will become a demo
« on: March 16, 2014, 05:07:27 pm »
the  old effect is particulary well done, I like it.
I suppose you use random screen shifting and random pxl-off  :P

64
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: March 16, 2014, 10:15:04 am »
Filling still doesn't work great with my current update. I have to fix it  :P , and it always have been slooow.
However, if I display 8 standard cubes (wired), the speed is 7.4 fps (96 lines, 64 vertices)
 

65
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: March 16, 2014, 09:27:17 am »
Transforming the vertices and drawing 2*2 black square at the screen position.

66
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: March 16, 2014, 08:07:25 am »
No eyes candies for the moment, but I've just run speed test.
 
Clock Speed : 6 MHz
VBO : No VBO active
 VERTICES     MAX      AVERAGE
1024 vertices   1.2 fps      1 fps
512 vertices     2.5 fps      2 fps
256 vertices     4.5 fps      4 fps
128 vertices     9 fps         8 fps
64 vertices       17 fps       15 fps
32 vertices       27 fps       25.5 fps
16 vertices       45.4 fps    41 fps
8 vertices         64 fps       60 fps
 
64 vertices are perfectly possible for real time  :P

67
Introduce Yourself! / Re: Hello!
« on: March 16, 2014, 05:56:35 am »
Welcome ! Your raycaster is great, I always love to see 3D developpement on those calc  :P
 
Have moar peanuts !
 
!peanuts

68
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: March 13, 2014, 02:17:01 pm »
that wasn't the main goal, but life timer and random mouvements have made it yeah  :P

69
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: March 13, 2014, 05:09:16 am »
I have improved the vertex shader thing, so now it's allowing making a particule system only based on shader.
And a little screen  :D   (very simple : read random, particule system)
 

70
Humour and Jokes / Re: If there was tech support in botswana...
« on: March 03, 2014, 12:08:35 pm »
Buy a time machine.

There is no time machine in sell.


71
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: March 02, 2014, 02:44:43 pm »
Sooooo... here my last result, and I am pretty proud of it. This a standard cube runing at almost 37fps  :crazy:

The max is 38.28 fps at some particular position  :P



More is coming soon ....

72
Bon je sais pas si ça va vraiment résoudre le bug, mais voici l'axiom qui met fullscrndraw à 1  :P

Le token pour acceder à la commande est Boxplot.
Je vous donne aussi la source :

Code: [Select]
#include "ti83plus.inc"
#include "axe.inc"

.dw $C0DE

.dw _CmdEnd
.db AXM_NONAPP
.db 5, 0
.db 0
.db 0
.org 0

set fullscrndraw, (iy+apiflg4)
_CmdEnd:

.dw $0000

.db 10, 0
.db 11
.db "DispLetters"

sinon, bon travail pour cette version  ;)

73
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: February 25, 2014, 05:36:00 am »
you know what ? GCORE won't be modified. I am talking about GPOLY lib and GCORE's function allows me to have such pipeline.

Also why are you telling it is slow ? There aren't many check. Even if I put in place a z-buffer, it will be only a 1536 bytes buffer, requiers only one check per 8 pixel (artifact may show up, but it mainly works great).  Stencil buffer is simply implemnted using a 8 bit and per 8 pxl.
Fragment shader could also implement this by there one.
This pipeline is not slowest than the previous I use - exept for the triangle routine. I've made test : it is slighty slower than "normal" (balck/white) filling - but faster then texturing and allow generating fragments.
Ok, one thing is kindy bothering me : slice shifting (like in pseudo slime I've made) will be much more difficult. But I can add an other special shader for it.

74
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: February 24, 2014, 10:19:43 am »
Soooo....  Because I have redesigned the GCORE system, the polygon gestion is kindy outdated. Methods I used *won't* work well with all the new stuffs. So I've just put in place a all new pipeline. Of course, it's kindy the ultimate pipeline to reach (if I ever do that, GLib will be finished and totally awesome, if I can say so  :P ), and some functionnality could get remove.

GLIB PIPELINE VER 2.0 omega

*PRE-PROCESSED*
1.Lightning processing
   1.Process a per-vertex based on light type and strenght
   2.Multiple pass, many as lights defined

*MAIN*
*USER CONTROL**call GUpdateVBO()*
2.Vertex Processing:
   1.Each vertex is acted upon by a Vertex Shader. Each vertex in the active VBO is processed. (turned into a point coordinate)

*USER CONTROL**call GPrimitive()*
3.Optional Geometry Shader primitive processing. The output is one or more primitives. Geometry shader function is always used to return from drawing
4.Primitive Clipping.
5.Scan conversion and primitive parameter interpolation, which generates a number of fragments.
   [1.Textures coordinates are interpolated if texturing is set. Use a common data set.]
   [2.Light intensity is interpolated if light is set. Use extra per-vertex informations.]
   [3.Depht is interpolated using VBO informations.]
6.A Fragment Shader processes each fragment. Each fragment generates a number of outputs.
7.Per-Sample_Processing:
   [1.Stencil Test]
   [2.Depth Test]
   [3.Occlusion query updating]
   4.Blending


Fragment sub structure:
-GDepht
-GFragX
-GFragY
-8 colors between 0-16   (0 is white,16 is black)
GFragX is multiple of 8.


Vertex sub structure:
-GVertexX
-GVertexY
-GVertexZ
-GScreenX
-GScreenY

Primitive sub structure:
-°TYPE
-VBO's id of vertex1
-VBO's id of vertex2
...

[] is modifiable options (set by extra functions)

So, what do you think about it ?

75
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: February 24, 2014, 10:12:15 am »
You could use Pageswap too,  and then puts some bigs functions into the app
Well, you will lose performance - but not *that* much I guess  ;D

The Creator who forget is works , it is baddddd  :P

* TheMachine02 runs far far away

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